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> Start Screen V.2.5 [*NEW* FINAL UPDATE!]
Guyver's Bane
post Mar 6 2010, 04:03 PM
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This is the *Updated* final version of this script. Some new code was added to alleviate the Scene_Title to Scene_PreTitle in main part. Enjoy.
Also this new version was created from Miget man12's More-than-usually Graphical Title so please give credit to him.

EDIT:

Demo now available.(with the updated script)

Start Screen for VX

Ever noticed how in some games they have a start screen before continuing on to the continue/new game?
Well now it's your turn to have it.

[Show/Hide] Start Screen 2.5
CODE
#-------------------------------------------------------------------------------
# Start Screen VX V.2.5
# (Created from Miget man12's More-than-usually Graphical Title)
# Last update : 2010/5/05          
# Edited by Guyver's Bane    
# And support given by Night5h4d3 for Battle Test problem.(resolved now)
# Credit goes to Miget man12 for the script this was made from.
# I take credit only in editing his original work.
#
#==============================================================================#
#  This script allows you to have a Start screen upon playing                  #
#==============================================================================#
#------------------------------------------------------------------------------#
#  Installation: Place above "Main". Basically it's pulg'n play.               #
#------------------------------------------------------------------------------#
#==============================================================================#
#                             Customization                                    #
#==============================================================================#

module GB
  #  The Number of COMMAND_ACTION, COMMAND_X and COMMAND_Y variables MUST be at
  #  least as much as the number of COMMAND_TEXT variables!! (You can have more
  #  than COMMAND_TEXT; it won't affect anything)
  # The text drawn on the title screen
  COMMAND_TEXT = []  # Leave alone!
  COMMAND_TEXT[0] = "-Press Start-"
  COMMAND_ACTION = [] # Leave alone!
  COMMAND_ACTION[0] = "$scene = Scene_Title.new"
  #  ["Times New Roman", "Verdana", "Arial", "Courier New"]
  # **the name MUST be in quotes!**
  COMMAND_FONT = ["Bookman Old Style", "Verdana"]
  # Size of Command Text
  COMMAND_TEXT_SIZE = 28
  COMMAND_SHADOW = false
  COMMAND_BOLD = false
  COMMAND_ITALIC = false
  # Colors go like so:
  # Color.new(red,green,blue[,transparency])
  # Each color level ranges from 0 to 255
  # All 255 is white
  # All 0 is black
  # Transparency can be left out! If it is, it will be automatically set to 255
  # Color of Command Text when not selected
  COMMAND_COLOR_NOT = Color.new(0,0,0)
  # Color Command Text flashes when selected
  COMMAND_COLOR_YES = Color.new(255,255,255)
  COMMAND_X = [] # Leave alone!
  COMMAND_Y = [] # Leave alone!
  # X position of Start Text
  COMMAND_X[0] = 200
  # Y position of Start Text
  COMMAND_Y[0] = 288
end
#==============================================================================#
#                             End Of Customization      ^_^                              #
#==============================================================================#
class Scene_PreTitle < Scene_Base
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
   def main# If normal play
     if $BTEST
       $scene = Scene_Title.new
     else
      super                           # Usual main processing
     end
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
def start
    super
    @com_wait = 1
    @sel_index = 0
    create_title_graphics             # Create title graphics
    create_command_graphics           # Create command graphics
    play_title_music                  # Play title screen music
  end
  #--------------------------------------------------------------------------
  # * Execute Transition
  #--------------------------------------------------------------------------
  def perform_transition
    Graphics.transition(20)
  end
  #--------------------------------------------------------------------------
  # * Post-Start Processing
  #--------------------------------------------------------------------------
  def post_start
    super
  end
  #--------------------------------------------------------------------------
  # * Pre-termination Processing
  #--------------------------------------------------------------------------
  def pre_terminate
    super
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_command_graphics
    dispose_title_graphics
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_com_graphics
    if Input.trigger?(Input::DOWN)
      pre_mvmt
      if @sel_index == (GB::COMMAND_TEXT.size-1)
        @sel_index = 0
      else
        @sel_index += 1
      end
      post_mvmt
    elsif Input.trigger?(Input::UP)
      pre_mvmt
      if @sel_index == 0
        @sel_index = (GB::COMMAND_TEXT.size-1)
      else
        @sel_index -= 1
      end
      post_mvmt
    elsif Input.trigger?(Input::C)
      eval(GB::COMMAND_ACTION[@sel_index])
    end
  end
  #--------------------------------------------------------------------------
  # * Update Command Graphics
  #--------------------------------------------------------------------------
  def update_com_graphics
    @com_wait -= 1
    if @com_wait <= 0
      @com_graphics[@sel_index].flash(GB::COMMAND_COLOR_YES,120)
      @com_wait = 120
    end
    for sprt in @com_graphics
      sprt.update
    end
  end
  #--------------------------------------------------------------------------
  # * Post Selection Movement Processing
  #--------------------------------------------------------------------------
  def post_mvmt
    @com_graphics[@sel_index].flash(GB::COMMAND_COLOR_YES,60)
    @com_wait = 60
  end
  #--------------------------------------------------------------------------
  # * Pre-Selection Movement Processing
  #--------------------------------------------------------------------------
  def pre_mvmt
    @com_graphics[@sel_index].flash(GB::COMMAND_COLOR_NOT,60)
  end
  #--------------------------------------------------------------------------
  # * Create Title Graphic
  #--------------------------------------------------------------------------
  def create_title_graphics
    @sprite = Sprite.new
    @sprite.bitmap = Cache.system("Title")
  end
  #-------------------------------------------------------------------------
  # * Dispose of Title Graphic
  #--------------------------------------------------------------------------
  def dispose_title_graphics
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Play Title Screen Music
  #--------------------------------------------------------------------------
def play_title_music
    Audio.bgm_play('AUDIO/BGM/Battle1', 80, 100)
    RPG::BGS.stop
    RPG::ME.stop
  end
#--------------------------------------------------------------------------
  # * Create Command Graphics
  #--------------------------------------------------------------------------
  def create_command_graphics#window
    @command_window = Window_Base.new(250, 350, 44, 50)
    @command_window.opacity = 0
    @command_window.back_opacity = 0
    @command_window.contents_opacity = 0
    @command_window.openness = 0
    @com_graphics = []
    for index in 0..(GB::COMMAND_TEXT.size-1)
      @com_graphics[index] = Sprite.new
      @com_graphics[index].bitmap = Bitmap.new(200,200)
      @com_graphics[index].bitmap.font.name = GB::COMMAND_FONT
      @com_graphics[index].bitmap.font.size = GB::COMMAND_TEXT_SIZE
      @com_graphics[index].bitmap.font.color = GB::COMMAND_COLOR_NOT
      @com_graphics[index].bitmap.font.shadow = GB::COMMAND_SHADOW
      @com_graphics[index].bitmap.font.bold = GB::COMMAND_BOLD
      @com_graphics[index].bitmap.font.italic = GB::COMMAND_ITALIC
      @com_graphics[index].ox = -(GB::COMMAND_X[index])
      @com_graphics[index].oy = -(GB::COMMAND_Y[index])
      rect = @com_graphics[index].bitmap.text_size(GB::COMMAND_TEXT[index])
      @com_graphics[index].bitmap.draw_text(0,0,rect.width,rect.height,GB::COMMAND_TEXT[index])
    end
  end
  #--------------------------------------------------------------------------
  # * Dispose of Command Graphics
  #--------------------------------------------------------------------------
  def dispose_command_graphics
    for com in @com_graphics
      com.dispose unless com.nil?
    end
    @command_window.dispose
  end
  def close_command_window
    return
  end

#==============================================================================
# ** Main
#------------------------------------------------------------------------------
#  After defining each class, actual processing begins here.
#==============================================================================

begin
  Graphics.freeze
  $scene = Scene_PreTitle.new
  $scene.main while $scene != nil
  Graphics.transition(30)
rescue Errno::ENOENT
  filename = $!.message.sub("No such file or directory - ", "")
  print("Unable to find file #{filename}.")
end

end



Screenshot:



Compatibility: Should work fine with any script. It may not work with logo scripts.

You no longer have to change Scene_Title to Scene_PreTitle in MAIN!

Demo:
Attached File  Start_Screen.zip ( 243.24K ) Number of downloads: 661

Alternative download:
http://www.mediafire.com/?yzjynq4zzyy
If you have any problems please post the error message and I will try and help.


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stripe103
post Mar 7 2010, 01:43 AM
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Looking really good! Any way to transfer this into XP?


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Guyver's Bane
post Mar 7 2010, 09:56 AM
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I'll see what i can do. happy.gif











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Hoopsnake Games
post Mar 9 2010, 05:15 AM
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Very good script, I like it. It gives an rpg a very great sense of professionalism. However, may I suggest something for a later version?

Some people, like me, mainly like giving their menus a little bit of flavour. Perhaps you can add the option to use a picture, with the option to sort of "flash" (you know, fade in, fade out, fade in, fade out, etc.)? Just a thought I had.

Anyway, well done.
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Guyver's Bane
post Mar 9 2010, 09:56 AM
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That's exactly what I have planned for the next version. cool.gif Just have to figure out how to do it is all. Thanks for the compliments everyone.


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HeZ
post Mar 10 2010, 03:12 AM
Post #6


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I love the script thanks very much.

As for editing to make the windows transparent, I looked around the site and found some information which let me do it for you, it's really simple and probably a bit messy, as it involves editing the Scene_title script aswell as yours.

OK first up in your Scene_Title script, this is around line 134

[Show/Hide] New Scene_Title to be placed in Materials
CODE
  def create_command_window
    s1 = GB::START
    @command_window = Window_Command.new(100, [s1])
    @command_window.x = (544 - @command_window.width) / 2
    @command_window.y = 288
    @command_window.openness = 0
    @command_window.open
  end


change it to

CODE
  def create_command_window
    s1 = GB::START
    @command_window = Window_Command.new(100, [s1])
    @command_window.x = (544 - @command_window.width) / 2
    @command_window.y = 288
    @command_window.opacity = 100  #opacity of pre title
    @command_window.openness = 0
    @command_window.open
  end



I've added the line
@command_window.opacity = 100

changing the value "100" should now change the opacity of the small "Press Start" pre title window that appears.



Now as for the actual title scene

Open the original Scene_Title in the Scenes section of scripts, around line 157


[Show/Hide] Original Scene_title in the scene section of the scripts
CODE
  def create_command_window
    s1 = Vocab::new_game
    s2 = Vocab::continue
    s3 = Vocab::shutdown
    @command_window = Window_Command.new(172, [s1, s2, s3])
    @command_window.x = (544 - @command_window.width) / 2
    @command_window.y = 288
    if @continue_enabled                    # If continue is enabled
      @command_window.index = 1             # Move cursor over command
    else                                    # If disabled
      @command_window.draw_item(1, false)   # Make command semi-transparent
    end
    @command_window.openness = 0
    @command_window.open
  end


change to
CODE
  def create_command_window
    s1 = Vocab::new_game
    s2 = Vocab::continue
    s3 = Vocab::shutdown
    @command_window = Window_Command.new(172, [s1, s2, s3])
    @command_window.x = (544 - @command_window.width) / 2
    @command_window.y = 288
    @command_window.opacity = 100 # opacity of title scene
    if @continue_enabled                    # If continue is enabled
      @command_window.index = 1             # Move cursor over command
    else                                    # If disabled
      @command_window.draw_item(1, false)   # Make command semi-transparent
    end
    @command_window.openness = 0
    @command_window.open
  end


Once again adding the line @command_window.opacity = 100
to change the opacity of the window simply change the value "100"




Again sorry if this is a mess, first time I have really changed a script other then what's needed for installation, hope it helps some ^.^

This post has been edited by HeZ: Mar 10 2010, 03:49 AM


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Guyver's Bane
post Mar 10 2010, 11:20 AM
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If I can't get the damn image flash thing to work, I may have to use your edit Hez for the update.


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Guyver's Bane
post Mar 12 2010, 12:54 AM
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Script updated to 2.0. This is the last update.


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SuperMaxZero
post Mar 15 2010, 05:35 PM
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Am I doing something wrong? I copied the script exactly from the demo and moved both the "press start" images from the demo, but it doesn't work in my game. I did the same thing in a fresh file, so it's not a script conflict.
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Guyver's Bane
post Mar 15 2010, 06:17 PM
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My bad! The images don't have anything to do with the script. Just delete those.


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FireRMVX
post Mar 19 2010, 01:19 PM
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How peculiar.. When I try to do it, it doesn't show an error, it doesn't do anything at all.. I'm assuming tis isn't plug and play and I need to install somethin' in it, too, however what do I need to install? I've copied and pasted it into the game I'm playing, however it doesn't do anything.


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Guyver's Bane
post Mar 21 2010, 06:00 PM
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How you changed Scene_Title in main to Scene_PreTitle?


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nathkyo
post Apr 4 2010, 12:35 AM
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have a just wondering is there anyway you could make your script compatible with a splash screen script I keep running into this problem.
the matter what I do either I get an error message or screen just goes black

here's the script I'm trying to use with your



#--------- Pretitle script ------------------------------------------#
# - A script to display up to three images before the title menu #
# - Configurable! Woot! #
# ###Read this before using### #
# - Pictures to be displayed must be placed in the \Graphics\System #
# folder #
# - Audio files to be played must be placed in the \Audio\BGM folder #
# - Must change "$scene = Scene_Title.new" under Main to #
# "$scene = Scene_Pretitle.new" #
# - To call script (why? o.0) use "$scene = Scene_Pretitle1.new" #
# #
# Disclaimer? Give credit where credit is due #
#-------------------------Script written by: Vlue L. Maynara---------#

class Scene_Pretitle < Scene_Base

###Config###
###Failure to comply with rules will result in script failure###
#Skip pretitles?
PRETITLE_SKIP = false
#Fadein (frames)
PRETITLE_TRANSITION = 20
#How long to display (frames)
PRETITLE_WAIT = 40
#Fadeout (frames)
PRETITLE_FADEOUT = 60
#Music to be played, nil in none (Filename must be in quotes, ex. "Scene1")
PRETITLE_MUSIC = "Scene1"
#Volume of Music (%)
PRETITLE_VOLUME = 100
#Pitch of Music (50-150)
PRETITLE_PITCH = 100
#First file to load, nil if none (Filename must be in quotes, ex. "Gameover")
PRETITLE_FILE = "Gameover"
#Second file to load, nil if none (Filename must be in quotes, ex. "Balloon")
PRETITLE_FILE2 = nil
#Third file to load, nil if none (Filename must be in quotes, ex. "Title")
PRETITLE_FILE3 = nil
###End Config###

#Script start#

def main
if $BTEST # If battle test
$scene = Scene_Title.new # Start battle test
else # If normal play
super # Usual main processing
end
end

def start
if PRETITLE_SKIP
$scene = Scene_Title.new
elsif
create_pretitle1_1
end
end

def create_pretitle_1
if PRETITLE_FILE != nil
if PRETITLE_MUSIC != nil
Audio.bgm_play("Audio/BGM/" + PRETITLE_MUSIC, PRETITLE_VOLUME, PRETITLE_PITCH)
end
@sprite1 = Sprite.new
@sprite1.bitmap = Cache.system(PRETITLE_FILE)
Graphics.transition(PRETITLE_TRANSITION)
Graphics.wait(PRETITLE_WAIT)
Graphics.fadeout(PRETITLE_FADEOUT)
@sprite1.bitmap.dispose
@sprite1.dispose
create_pretitle1_2
elsif
create_pretitle1_2
end
end

def create_pretitle1_2
if PRETITLE_FILE2 != nil
@sprite1 = Sprite.new
@sprite1.bitmap = Cache.system(PRETITLE_FILE2)
Graphics.fadein(PRETITLE_TRANSITION)
Graphics.wait(PRETITLE_WAIT)
Graphics.fadeout(PRETITLE_FADEOUT)
@sprite1.bitmap.dispose
@sprite1.dispose
create_pretitle1_3
elsif
create_pretitle1_3
end
end

def create_pretitle1_3
if PRETITLE_FILE3 != nil
@sprite1 = Sprite.new
@sprite1.bitmap = Cache.system(PRETITLE_FILE3)
Graphics.fadein(PRETITLE_TRANSITION)
Graphics.wait(PRETITLE_WAIT)
Graphics.fadeout(PRETITLE_FADEOUT)
@sprite1.bitmap.dispose
@sprite1.dispose
$scene = Scene_Title.new
elsif
$scene = Scene_Title.new
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_title_graphic # Create title graphic
create_command_window # Create command window
play_title_music # plays title bgm
end
#--------------------------------------------------------------------------
# * Execute Transition
#--------------------------------------------------------------------------
def perform_transition
Graphics.transition(20)
end
#--------------------------------------------------------------------------
# * Post-Start Processing
#--------------------------------------------------------------------------
def post_start
super
open_command_window
end
#--------------------------------------------------------------------------
# * Pre-termination Processing
#--------------------------------------------------------------------------
def pre_terminate
super
close_command_window
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_command_window
dispose_title_graphic
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
@command_window.update
if Input.trigger?(Input::C)
case @command_window.index
when 0 #New game
Audio.se_play('AUDIO/SE/choice1', 80, 100)
$scene = Scene_Title.new
end
end
end
#--------------------------------------------------------------------------
# * Create Title Graphic
#--------------------------------------------------------------------------
def create_title_graphic
@sprite = Sprite.new
@sprite.bitmap = Cache.system("Dragonquest")
end
#--------------------------------------------------------------------------
# * Dispose of Title Graphic
#--------------------------------------------------------------------------
def dispose_title_graphic
@sprite.bitmap.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = GB::START
@command_window = Window_Command.new(100, [s1])
@command_window.x = (544 - @command_window.width) / 2
@command_window.y = 288
@command_window.openness = 0
@command_window.open
end
#--------------------------------------------------------------------------
# * Dispose of Command Window
#--------------------------------------------------------------------------
def dispose_command_window
@command_window.dispose
end
#--------------------------------------------------------------------------
# * Open Command Window
#--------------------------------------------------------------------------
def open_command_window
@command_window.open
begin
@command_window.update
Graphics.update
end until @command_window.openness == 255
end
#--------------------------------------------------------------------------
# * Close Command Window
#--------------------------------------------------------------------------
def close_command_window
@command_window.close
begin
@command_window.update
Graphics.update
end until @command_window.openness == 0
end
#--------------------------------------------------------------------------
# * Play Title Screen Music
#--------------------------------------------------------------------------
def play_title_music
Audio.bgm_play('AUDIO/BGM/01 - Overture', 80, 100)
RPG::BGS.stop
RPG::ME.stop
end
end
end



It would be cool if you could fix it then your script would be compatible with splashing scripts from other users
so you could have let the company logo or something come across the screen and then hit your star button
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Guyver's Bane
post Apr 4 2010, 10:22 AM
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I see the problem. My script and this one both require the scene_title in main to be changed into the same thing, Scene_PreTitle.
Try this script instead. It does the exact same thing as yours.
http://www.rpgmakervx.net/index.php?showtopic=974


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nathkyo
post Apr 4 2010, 07:31 PM
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QUOTE (Guyver's Bane @ Apr 4 2010, 11:22 AM) *
I see the problem. My script and this one both require the scene_title in main to be changed into the same thing, Scene_PreTitle.
Try this script instead. It does the exact same thing as yours.
http://www.rpgmakervx.net/index.php?showtopic=974


it says that there's an error with loading the page
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poisonshift
post Apr 6 2010, 12:01 PM
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This is cool, my game needed this, I just didn't know it was possible.

Guyver's Bane is growing up to be a scripter.


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Guyver's Bane
post Apr 8 2010, 10:20 PM
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You should check out my Snippets and Edits topic. I'm only getting better.


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gamezerstudios
post May 4 2010, 10:39 PM
Post #18


Robert
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Group: Revolutionary
Posts: 154
Type: Developer
RM Skill: Intermediate




Ok how do i put it in my game like i know how to but it's not working?
when i put it in my game it just went to the newgame thing in yours it said press start and they look the same ( i have otehr scripts in my game will that mass it up?
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Guyver's Bane
post May 5 2010, 08:23 AM
Post #19


The Guiding Light
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RM Skill: Masterful




I've updated the script! Get the newest version and see if that fixes it.


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gamezerstudios
post May 5 2010, 10:50 AM
Post #20


Robert
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Group: Revolutionary
Posts: 154
Type: Developer
RM Skill: Intermediate




QUOTE (Guyver's Bane @ May 5 2010, 08:23 AM) *
I've updated the script! Get the newest version and see if that fixes it.

it says error every time i click on the link?
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