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Carbon Crow Studio - Idle Title Screen​
Version 0.1​

Introduction:

This script allows a custom map to be played if the title screen has been idle for (x) amount of frames. It can be used to play special cutscenes each time.

Features:

Easy to use module for quick and easy setup.

Engine automatically detects if your game is on the idle map and allows any input feedback to return you to the tile screen. (Even Auto Process Events)

Screenshots:

Not available at this time.

How to use:

Simply paste above main but below materials.

Adjust the amount of frames before you go to the idle map

Adjust the map's id, x, and y starting point.

Design your cut scene on your desired map

Demo:

Not available at this time.

Script:

Located inside the spoiler below:

#==============================================================================# ** Title : Idle Title Screen# ** Author : Carbon Crow# ** Version: 0.1# ** Purpose: This script allows a custom map to be played if the title screen# has been idle for (x) amount of frames. It can be used to play# special cut scenes each time.# ** History: 0.1 - Init. Public Release# ** T.O.S : Do not distribute anywhere else, doing so will put future updates# on hold and void this script.#==============================================================================module CC_Index01 # Constant Setting for Timer Delay in Frames - Note: Lower values are faster Timer_Delay = 1000 # Array Setting for Map to Play - Format: [MAP_ID, MAP_X, MAP_Y] Idle_Map = [1, 8, 6] end#==============================================================================# ** Game_Temp#------------------------------------------------------------------------------# This class handles temporary data that is not included with save data.# The instance of this class is referenced by $game_temp.#==============================================================================class Game_Temp #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :idle_map #-------------------------------------------------------------------------- # * Aliases #-------------------------------------------------------------------------- alias carbon_crow_game_temp_initialize_cc1 initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(*args, &block) carbon_crow_game_temp_initialize_cc1(*args, &block) @idle_map = false end #-------------------------------------------------------------------------- # * Determine if Idle Map #-------------------------------------------------------------------------- def idle_map? return @idle_map end #-------------------------------------------------------------------------- # * Set Idle #-------------------------------------------------------------------------- def set_idle(bool = false) @idle_map = bool endend#==============================================================================# ** Scene_Title#------------------------------------------------------------------------------# This class performs the title screen processing.#==============================================================================class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # * Included Modules #-------------------------------------------------------------------------- include CC_Index01 #-------------------------------------------------------------------------- # * Aliases #-------------------------------------------------------------------------- alias carbon_crow_scene_title_start_cc1 start alias carbon_crow_scene_title_update_cc1 update #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- def start(*args, &block) carbon_crow_scene_title_start_cc1(*args, &block) @idle_timer = Timer_Delay end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update(*args, &block) carbon_crow_scene_title_update_cc1(*args, &block) update_idle_information end #-------------------------------------------------------------------------- # * Update Idle Information #-------------------------------------------------------------------------- def update_idle_information input_detected? if @idle_timer <= 0 process_idle_map else @idle_timer -= 1 end end #--------------------------------------------------------------------------- # * Determine if Input is Detected #--------------------------------------------------------------------------- def input_detected? [:UP, :DOWN, :LEFT, :RIGHT, :C, :B].each {|input| if Input.trigger?(input) or Input.repeat?(input) @idle_timer = Timer_Delay end } end #--------------------------------------------------------------------------- # * Process Idle Map #--------------------------------------------------------------------------- def process_idle_map DataManager.create_game_objects $game_party.setup_starting_members $game_map.setup(Idle_Map.at(0)) $game_player.moveto(Idle_Map.at(1), Idle_Map.at(2)) $game_player.refresh Graphics.frame_count = 0 close_command_window RPG::BGM.fade(1000) $game_map.autoplay $game_temp.set_idle(true) SceneManager.goto(Scene_Map) endend#==============================================================================# ** Scene_Map#------------------------------------------------------------------------------# This class performs the map screen processing.#==============================================================================class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- alias carbon_crow_scene_map_update_cc1 update #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update(*args, &block) carbon_crow_scene_map_update_cc1(*args, &block) update_idle_detection end #-------------------------------------------------------------------------- # * Update Idle Detection #-------------------------------------------------------------------------- def update_idle_detection return if !$game_temp.idle_map? [:UP, :DOWN, :LEFT, :RIGHT, :C, :B].each {|input| if Input.trigger?(input) or Input.repeat?(input) SceneManager.goto(Scene_Title) end } endend#==============================================================================# ** End of File# For more work, please visit us on the web at: www.carboncrowstudio.co.nr# or follow us on Twitter using @carboncrow, or YouTube /carboncrowstudio#==============================================================================
Credits:

- Nathan Frost, Scriptwriter/Developer for Carbon Crow Studio

Terms of Service:

Do not distribute anywhere else, doing so will put future updates on hold and void this script. Commercial use is prohibited without permission.

Frequently asked questions:

Not available at this time.

Extra Notes:

Visit us on the web using www.carboncrowstudio.co.nr

Follow us on Twitter using www.twitter.com/carboncrow

Subscribe on YouTube using www.youtube.com/carboncrowstudio

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