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Animated Title; I have one
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Topic Started: May 2 2005, 08:49 PM (234 Views)
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Draken
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May 2 2005, 08:49 PM
Post #1
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Your Local Black Dragon
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could someone make pictures for an animation but make them SEPERATE, not in an animation file, just seperate pictures. they are going to be for my game, Forgotten Dreams. If you do, you will be in the game as a secret character and will be in the credits
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Erichermit
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May 2 2005, 08:59 PM
Post #2
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Loathsome Lusca!
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OHh, Mind giving me the script for the Animated Title?
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 ^Click to be reffered to the Enex2 Topic^
"i like to tell people i have the heart of a young boy, then i tell them its in a jar on my desk" - Steven King
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Dorito
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May 2 2005, 09:24 PM
Post #3
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Slice.
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- Code:
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loop do if @sprite.bitmap == RPG::Cache.title("001-title01") @sprite.bitmap == RPG::Cache.title("001-title02") break end
if @sprite.bitmap == RPG::Cache.title("001-title02") @sprite.bitmap == RPG::Cache.title("001-title03") break end
if @sprite.bitmap == RPG::Cache.title("001-title03") @sprite.bitmap == RPG::Cache.title("001-title04") break end
if @sprite.bitmap == RPG::Cache.title("001-title04") @sprite.bitmap == RPG::Cache.title("001-title01") break end end
Well, I think that works. I typed it out just now, but it should.
If you want to add more just copy and paste a section, and change the file names. Obviously change the file names anyway to suit the resource names. Hope it works.
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Erichermit
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May 2 2005, 11:06 PM
Post #4
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Loathsome Lusca!
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OK, Is that the same one you used, Draken?
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 ^Click to be reffered to the Enex2 Topic^
"i like to tell people i have the heart of a young boy, then i tell them its in a jar on my desk" - Steven King
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Dorito
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May 2 2005, 11:09 PM
Post #5
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Slice.
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It's the simplest way, otherwise I wouldn't have been able to script it >_<
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Erichermit
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May 2 2005, 11:13 PM
Post #6
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Loathsome Lusca!
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Where should I put it?
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 ^Click to be reffered to the Enex2 Topic^
"i like to tell people i have the heart of a young boy, then i tell them its in a jar on my desk" - Steven King
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Dorito
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May 2 2005, 11:31 PM
Post #7
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Slice.
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Scene_title, in def update
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Erichermit
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May 2 2005, 11:32 PM
Post #8
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Loathsome Lusca!
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Replace or under?
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 ^Click to be reffered to the Enex2 Topic^
"i like to tell people i have the heart of a young boy, then i tell them its in a jar on my desk" - Steven King
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Dorito
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May 2 2005, 11:49 PM
Post #9
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Slice.
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Under
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Draken
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May 3 2005, 03:28 PM
Post #10
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Your Local Black Dragon
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yea thats the one but can someone please make one for me with seperate pictures for it plz? thnx Here is my one i think it is the sameone
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loop do if @sprite.bitmap == RPG::Cache.title("001-title001") @sprite.bitmap = RPG::Cache.title("001-title002") break end if @sprite.bitmap == RPG::Cache.title("001-title002") @sprite.bitmap = RPG::Cache.title("001-title003") break end if @sprite.bitmap == RPG::Cache.title("001-title003") @sprite.bitmap = RPG::Cache.title("001-title001") break end end
well a little different but it can jjust be changed to the amount of titles used for the animated one
(its in the RMXP forums)
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Dorito
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May 3 2005, 05:49 PM
Post #11
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Slice.
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Yeah that's where I learned the RPG::Cache.title command. I know hardly any ruby, but that script was so simple that once I knew that command, I could do it. Heh, I would help, but my signature just about sums up by artitistic ability.
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Draken
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May 3 2005, 06:54 PM
Post #12
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Your Local Black Dragon
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yea lol, im kinda better than yo but still not good enough and i dont have paint shop pro OR the patience so im asking someone else to do it
DONT LET THAT PUT U ALL OFF!
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Darkness Seraph
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May 7 2005, 11:57 PM
Post #13
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The Crimson Reaver....
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I thank you very much for this codeing. It will go towards legends 2 when the time comes.
Edit ok ive found exactly how this all works and i will now give you the codeing(The full Scene_Title)-
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#============================================================================== # ■ Scene_Title #------------------------------------------------------------------------------ # タイトル画面の処理を行うクラスです。 #==============================================================================
class Scene_Title #-------------------------------------------------------------------------- # ● メイン処理 #-------------------------------------------------------------------------- def main # 戦闘テストの場合 if $BTEST battle_test return end # データベースをロード $data_actors = load_data("Data/Actors.rxdata") $data_classes = load_data("Data/Classes.rxdata") $data_skills = load_data("Data/Skills.rxdata") $data_items = load_data("Data/Items.rxdata") $data_weapons = load_data("Data/Weapons.rxdata") $data_armors = load_data("Data/Armors.rxdata") $data_enemies = load_data("Data/Enemies.rxdata") $data_troops = load_data("Data/Troops.rxdata") $data_states = load_data("Data/States.rxdata") $data_animations = load_data("Data/Animations.rxdata") $data_tilesets = load_data("Data/Tilesets.rxdata") $data_common_events = load_data("Data/CommonEvents.rxdata") $data_system = load_data("Data/System.rxdata") # システムオブジェクトを作成 $game_system = Game_System.new # タイトルグラフィックを作成 @sprite = Sprite.new @sprite.bitmap = RPG::Cache.title($data_system.title_name) # コマンドウィンドウを作成 s1 = "New Game" s2 = "Continue" s3 = "Shutdown" @command_window = Window_Command.new(192, [s1, s2, s3]) @command_window.back_opacity = 160 @command_window.x = 320 - @command_window.width / 2 @command_window.y = 288 # コンティニュー有効判定 # セーブファイルがひとつでも存在するかどうかを調べる # 有効なら @continue_enabled を true、無効なら false にする @continue_enabled = false for i in 0..3 if FileTest.exist?("Save#{i+1}.rxdata") @continue_enabled = true end end # コンティニューが有効な場合、カーソルをコンティニューに合わせる # 無効な場合、コンティニューの文字をグレー表示にする if @continue_enabled @command_window.index = 1 else @command_window.disable_item(1) end # タイトル BGM を演奏 $game_system.bgm_play($data_system.title_bgm) # ME、BGS の演奏を停止 Audio.me_stop Audio.bgs_stop # トランジション実行 Graphics.transition # メインループ loop do # ゲーム画面を更新 Graphics.update # 入力情報を更新 Input.update # フレーム更新 update # 画面が切り替わったらループを中断 if $scene != self break end end # トランジション準備 Graphics.freeze # コマンドウィンドウを解放 @command_window.dispose # タイトルグラフィックを解放 @sprite.bitmap.dispose @sprite.dispose end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update loop do if @sprite.bitmap == RPG::Cache.title("Title 1 goes here") @sprite.bitmap = RPG::Cache.title("Title 2 goes here") break end if @sprite.bitmap == RPG::Cache.title("Title 2 goes here") @sprite.bitmap = RPG::Cache.title("Title 3 goes here") break end if @sprite.bitmap == RPG::Cache.title("Title 3 goes here") @sprite.bitmap = RPG::Cache.title("Title 4 goes here") break end if @sprite.bitmap == RPG::Cache.title("Title 4 goes here") @sprite.bitmap = RPG::Cache.title("Title 1 goes here") break end end # コマンドウィンドウを更新 @command_window.update # C ボタンが押された場合 if Input.trigger?(Input::C) # コマンドウィンドウのカーソル位置で分岐 case @command_window.index when 0 # ニューゲーム command_new_game when 1 # コンティニュー command_continue when 2 # シャットダウン command_shutdown end end end #-------------------------------------------------------------------------- # ● コマンド : ニューゲーム #-------------------------------------------------------------------------- def command_new_game # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # BGM を停止 Audio.bgm_stop # プレイ時間計測用のフレームカウントをリセット Graphics.frame_count = 0 # 各種ゲームオブジェクトを作成 $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new # 初期パーティをセットアップ $game_party.setup_starting_members # 初期位置のマップをセットアップ $game_map.setup($data_system.start_map_id) # プレイヤーを初期位置に移動 $game_player.moveto($data_system.start_x, $data_system.start_y) # プレイヤーをリフレッシュ $game_player.refresh # マップに設定されている BGM と BGS の自動切り替えを実行 $game_map.autoplay # マップを更新 (並列イベント実行) $game_map.update # マップ画面に切り替え $scene = Scene_Map.new end #-------------------------------------------------------------------------- # ● コマンド : コンティニュー #-------------------------------------------------------------------------- def command_continue # コンティニューが無効の場合 unless @continue_enabled # ブザー SE を演奏 $game_system.se_play($data_system.buzzer_se) return end # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # ロード画面に切り替え $scene = Scene_Load.new end #-------------------------------------------------------------------------- # ● コマンド : シャットダウン #-------------------------------------------------------------------------- def command_shutdown # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # BGM、BGS、ME をフェードアウト Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) # シャットダウン $scene = nil end #-------------------------------------------------------------------------- # ● 戦闘テスト #-------------------------------------------------------------------------- def battle_test # データベース (戦闘テスト用) をロード $data_actors = load_data("Data/BT_Actors.rxdata") $data_classes = load_data("Data/BT_Classes.rxdata") $data_skills = load_data("Data/BT_Skills.rxdata") $data_items = load_data("Data/BT_Items.rxdata") $data_weapons = load_data("Data/BT_Weapons.rxdata") $data_armors = load_data("Data/BT_Armors.rxdata") $data_enemies = load_data("Data/BT_Enemies.rxdata") $data_troops = load_data("Data/BT_Troops.rxdata") $data_states = load_data("Data/BT_States.rxdata") $data_animations = load_data("Data/BT_Animations.rxdata") $data_tilesets = load_data("Data/BT_Tilesets.rxdata") $data_common_events = load_data("Data/BT_CommonEvents.rxdata") $data_system = load_data("Data/BT_System.rxdata") # プレイ時間計測用のフレームカウントをリセット Graphics.frame_count = 0 # 各種ゲームオブジェクトを作成 $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new # 戦闘テスト用のパーティをセットアップ $game_party.setup_battle_test_members # トループ ID、逃走可能フラグ、バトルバックを設定 $game_temp.battle_troop_id = $data_system.test_troop_id $game_temp.battle_can_escape = true $game_map.battleback_name = $data_system.battleback_name # バトル開始 SE を演奏 $game_system.se_play($data_system.battle_start_se) # バトル BGM を演奏 $game_system.bgm_play($game_system.battle_bgm) # バトル画面に切り替え $scene = Scene_Battle.new end end
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Dorito
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May 8 2005, 05:44 PM
Post #14
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Slice.
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Just like i said
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Darkness Seraph
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May 9 2005, 02:36 PM
Post #15
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The Crimson Reaver....
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I have figured out MANY applications for this! With just slight modifacations i have made 1.Those logo screens.(You know from 2k3/2k) 2.A before title movie(Like when you wait to long to press a button in games) 3.An animated title(Duh) and im sure other stuff could be done i just cant think of it.
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Draken
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May 10 2005, 07:44 PM
Post #16
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Your Local Black Dragon
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yea i got rid of the script for a while so i could test my game lol! But i still want one made plz! but dont put it into an animation file, jes all the SEPERATE slides! thnx agen everyone!
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