'Controls' option on title screen?

Kirby~

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It's not as much wanting to display a 'Controls' option on my title screen of my game; it's more like being able to do this with anything.


I have been looking for a script that does this and have found none. Is there one that will let you have custom options on the title screen and, let's say, if the player selects it it will call a common event?
 

mjshi

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That's done easily enough, would you want this for VX/VXA/XP/MV?


edit: I think-- not sure, but-- common events can't be called unless the player has been loaded onto a map, right? So the controls would probably have to be a picture, and coded in. Either that or it'd need to be a scene of some sort, since the game hasn't started.
 
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Kirby~

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Ok ok. Yeah sorry forgot to mention VXA. I would probably just load up a picture of the controls to show the player, which was an idea I had after already going farther into my games development. I admit, the CE was more of a concept in case they wanted to implement this feature in the future. I have seen scripts that customize the options on the menu, but none with the options on the title screen yet.
 

Sixth

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I actually did this in one of my "never-to-finish" project. 


Made control settings on the title screen along with resolution and other game specific settings which let the players configure any key they want for any function. It also contains safe-checks in case the player would set a function to be disabled due to no key settings after the modifications.


I wanted to release that script, but since it requires many of my other non-released scripts, plus it requires scripting knowledge to add in control options for some custom scenes and functions, I didn't do it.


But do you just want to display an image of the controls or want to let the players configure them?


Because displaying an image if a button is pressed is not hard to script, so if you want that, I can do it for you.
 

Kirby~

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It would be really cool to have an option to have the user configure their own controls, but I am perfectly satisfied with just displaying the current controls and can make a picture for it. I will give you credit in the credits of my game if you want to :) Thank you very much!
 

Sixth

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# Made by: Sixth
#
# This just adds a new button on the title screen to show an image if selected.

module CntrlImgButton

# :name = Name shown for the button.
# :index = Placement of the new command (2 means it will be the 3rd command!).
Command = {
:name => "Controls", :index => 2,
}

# :img = The image shown when the command is selected.
# :pos = The X and Y position for the image shown.
# :z = The Z value for the image shown.
# :opa = The opacity value for the image shown.
Image = {
:img => "controls", :pos => [0,0], :z => 2000, :opa => 255,
}

end

class Window_TitleCommand < Window_Command

alias add_img_controls7624 make_command_list
def make_command_list
add_img_controls7624
insert_img_ctrl_button
end

def insert_img_ctrl_button
ccmd = {
:name => CntrlImgButton::Command[:name],
:symbol => :control_img,
:enabled => true,
:ext => nil
}
ix = CntrlImgButton::Command[:index]
@list.insert(ix,ccmd)
end

end

class Scene_Title < Scene_Base

alias add_ctr_img_button8855 create_command_window
def create_command_window
add_ctr_img_button8855
@command_window.set_handler:)control_img, method:)command_control_img))
end

def command_control_img
img = Sprite.new
img.bitmap = Cache.picture(CntrlImgButton::Image[:img])
img.x = CntrlImgButton::Image[:pos][0]
img.y = CntrlImgButton::Image[:pos][1]
img.z = CntrlImgButton::Image[:z]
img.opacity = CntrlImgButton::Image[:opa]
until Input.trigger?:)C) || Input.trigger?:)B)
Input.update
Graphics.update
end
Sound.play_ok
img.bitmap.dispose
img.dispose
@command_window.activate
end

end

This will let you show an image when that new command is selected on the title screen. Put it anywhere between Materials and Main.
 
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Kirby~

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Thank so you much @Sixth!


I will give you credit in my game :)


Have a nice day! This thread can now be closed.


EDIT: Nvm. There seems to be a problem with the script?
 
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Kirby~

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Hey @Sixth, thanks so much for the script!  :)


There seems to be a problem with the script being dependent on other scripts, like you said in a previous post. Any way to make it self-dependent?


Here is the exact error I am getting:

Scipt 'controls' line 38: NameError occured.


uninitialized constant Window_TitleCommand::BattleGather
Thank you very much!
 

Sixth

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Ohh, my... That's what I get if I do many copy/paste from my other scripts. :D


The script is a stand alone one, I just forgot to change a constant name in one method.


Fixed it in the code, it should work now.
 

Kirby~

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Wow! Thank you so much! As you can tell, I am a noob and not very good a RGSS3 scripting :p


Thanks again! I really appreciate it!
 

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