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> Help With Animated Scene.
SleepingSirenx
post Dec 13 2011, 04:20 AM
Post #1


The SMT Maniac
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Group: Revolutionary
Posts: 125
Type: Developer
RM Skill: Undisclosed




Well, I'm trying to make an Animated Introduction here. I've been successful ( I think ... ) for creating the animated background. Now all I need to do is to insert an Image, show it for about 80 Frames then make it fade out then show another image fading in, and the process goes on for about 9 or 10 images. Can someone help me with this?

So to get this straight here's the format of what I want to do ( but could not )
1. Fade In Image 1
2. Image 1 stays on scene for about 80 frames.
3. Fade Out Image 1
4. Fade In Image 2
The cycle continues for about 9 or 10 Images.

I've included the script I'm working with, so If anyone can help, i will be gratefull.
Thank you in advance. smile.gif

Code :
Introduction Script
CODE
#==============================================================================#
# Introduction Script                                                          #
#==============================================================================#

# * Define SSX Module
module SSX
#Transition Type(Name).  
TRANSPNG = "006-Stripe02"  
end

class Introduction_Scene
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------
  def main
    @img1 = Sprite.new
    @img1.bitmap = RPG::Cache.picture("img1")
    @img1.x = 0
    @img2 = Sprite.new
    @img2.bitmap = RPG::Cache.picture("img2")
    @img2.x = 0
    @img3 = Sprite.new
    @img3.bitmap = RPG::Cache.picture("img3")
    @img3.x = 0
    @img4 = Sprite.new
    @img4.bitmap = RPG::Cache.picture("img4")
    @img4.x = 0
    @img5 = Sprite.new
    @img5.bitmap = RPG::Cache.picture("img5")
    @img5.x = 0
    @img6 = Sprite.new
    @img6.bitmap = RPG::Cache.picture("img6")
    @img6.x = 0
    @img7 = Sprite.new
    @img7.bitmap = RPG::Cache.picture("img7")
    @img7.x = 0
    @img8 = Sprite.new
    @img8.bitmap = RPG::Cache.picture("img8")
    @img8.x = 0
    @img9 = Sprite.new
    @img9.bitmap = RPG::Cache.picture("img9")
    @img9.x = 0
    @mnpan = Plane.new
    @mnpan.bitmap = RPG::Cache.picture("SakuraLogo")
    @mnpan.z = 2
    @mnpan2 = Plane.new
    @mnpan2.bitmap = RPG::Cache.picture("SakuraLogo")
    @mnpan2.opacity = 120
    @mnpan2.blend_type = 1
    @mnpan2.z = 3  
    Graphics.transition(60, "Graphics/Transitions/" + SSX::TRANSPNG,1)
    loop do
      Graphics.update
      Input.update
      update
       if $scene != self
         break
       end
    end
    for i in 1..50
      @mnpan.zoom_x -= 0.01
      @mnpan.zoom_y -= 0.01      
      @mnpan.ox -= 20
      @mnpan.oy -= 10    
      @mnpan2.opacity += 5
      @mnpan2.ox += 5
      @mnpan2.oy += 5
      @mnpan2.zoom_x += 0.01
      @mnpan2.zoom_y += 0.01    
      Graphics.update  
    end
    Graphics.freeze
end

#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
  def update
    @mnpan.ox += 1
    @mnpan2.ox -= 1
    @mnpan2.oy += 1
  end
# * Define Wait
  def wait(duration)
    @duration = duration
  end
  #* Define fade_out
  def fade_out
    self.opacity -= 48
  end
  #* Define fade_in
  def fade_in
    self.opacity += 24
  end
end


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