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Noob Saibot

Introduction & Splash Screen

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RMXPU.net Archive brings you another script from the Archive of RMXPU.net!

 

Nothing Special (Ten minute Project), but I thought I'd post it.

 

Well, Ive seen about 20 different version of all the same thing, just more Sprites added. So I decided to include my own little version that supports infinite pictures, with only one sprite.

 

What it Does: It displays pictures before the Title menu, then, if you want, it will display a final picture with "Press Start" (or whatever you choose) flashing at the bottom.

 

Instructions: Make Sure your pictures are in your Titles folder, with all names known.

 

Then, go into Main and replace the line:

 

$scene = Scene_Title.new( ["Pic 1", "Pic 2", "Pic 3"], y)

 

Now, if you don't want a splash screen, just delete the ", y". But lets say you want one to display a picture named "Splash", just change it now to:

 

$scene = Scene_Title.new( ["Pic 1", "Pic 2", "Pic 3"], "Splash")

 

Now just put this code above Scene_Title.

 

#Class Scene Intro
#Call Using $scene = Scene_Intro.new( [ "pic name 1", "pic name 2", ... ], "Splash Pic" )
class Scene_Intro
#====================
# --- Sets Up Instance Variables ---
#====================
def initialize(pics, splash = false)
  @pics = pics;@splash = splash
end
#=============
# --- Sets Up Scene ---
#=============
def main
  $data_system = load_data("Data/System.rxdata")
  $game_system = Game_System.new
  $game_system.bgm_play($data_system.title_bgm)
  #----- Variable Setup -----
  @item = 0;@spd = 5;@o_spd = 5;@phase = 0
  #----- Sprite Setup -----
  @sprite = Sprite.new
    @sprite.opacity = 5
  @start = Sprite.new
    @start.bitmap = RPG::Cache.title("Start")
    @start.y, @start.z, @start.opacity = 416, 10, 0
  #----- Scene Processing -----
  Graphics.transition
  loop do
    Graphics.update
    Input.update
    update if @phase == 0
    sub if @phase == 1
    splash if @phase == 2
    fade if @phase == 3
    break if @phase == 4
  end
  Graphics.freeze
  @sprite.dispose;@start.dispose
  $scene = Scene_Title.new
end
#=============
#--- Scene Updating ---
#=============
def update #Phase 0
  @phase = 1 if Input.trigger?(Input::B)
  @sprite.bitmap = RPG::Cache.title(@pics[@item])
  @sprite.opacity += @spd
  @spd *= -1 if @sprite.opacity >= 255
  if @sprite.opacity <= 0
    @item += 1;@spd *= -1
    if @item == @pics.size
      @phase = 1 if @splash != 0
      @phase = 2 if @splash == 0
    end
  end
end
#=============
# --- Sub-Transition ---
#=============
def sub #Phase 1
  @sprite.opacity -= @spd if @sprite.opacity > 0
  if @sprite.opacity <= 0
    @phase = 2 if @splash
    @phase = 4 if !@splash
  end
end
#=============
#--- Splash Updating ---
#=============
def splash #Phase 2
  @start.opacity += @o_spd
  @o_spd *= -1 if @start.opacity >= 255 or @start.opacity <= 0
  @sprite.bitmap = RPG::Cache.title(@splash)
    @sprite.opacity += @spd if @sprite.opacity < 255
  if Input.trigger?(Input::C)
    @phase = 3
  end
end
#==========
#--- Pic Fading ---
#==========
def fade #Phase 3
  @sprite.opacity -= @spd if @sprite.opacity > 0
  @start.opacity -= @spd if @start.opacity > 0
  @phase = 4 if @sprite.opacity <= 0 && @start.opacity <= 0
end
end

 

If you would like the Title Screen To Fade in, go into Scene_Title and find the lines:

 

Graphics.transition

 

and make it:

 

Graphics.transition(x)

 

Just Change the x into (I Believe) the number of frames to fade in.(Larger # with make a slower transition)

 

You also need a picture (640*64 resolution) in your Titles folder as well. Here's an example:

 

start0hb.png

 

 

Just Import That to your titles folder and set the Black Part to transparent.

That Should be it. If Need be, I will post a demo.

 

Original Post: RMXPU.net Archive

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