PolvoT_GamesVX

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Hi! So I'm making an Intro Screen before the Title Screen (using a tutorial), and it worked. BUT the intro is so damn long.
What's the script to skip it when you press "Enter"?
'Cause I tried with this but it didn't skip when I pressed "Enter".
Tell me what's the correct way to configurate it. I'll be very gratefull!
1664585262371.png
 

AkiraKotatsuhime

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First of all we need to see everything what you have there to begin with.

This function on it's own is useless when there's nothing that is calling it. What I can see above (that might be your mainprocess of what is happening before the title) looks like a straight-forward process that doesn't allow anything to intervene, it just goes from beginning to end.

It wouldn't matter what kinda script I'd hand you over to skip something, it will not help. Your entire own pretitle-code needs a clever mainloop-structure that is working with an updating timer, operating depending on its current state and gets interrupted every frame by an input-check that can cancel the process to skip over to title-screen. That also means you can't use any other Graphics-module-function than #freeze and #update, you don't have frame-by-frame-control over #fadein, #fadeout or #wait.

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PolvoT_GamesVX

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First of all we need to see everything what you have there to begin with.

This function on it's own is useless when there's nothing that is calling it. What I can see above (that might be your mainprocess of what is happening before the title) looks like a straight-forward process that doesn't allow anything to intervene, it just goes from beginning to end.

It wouldn't matter what kinda script I'd hand you over to skip something, it will not help. Your entire own pretitle-code needs a clever mainloop-structure that is working with an updating timer, operating depending on its current state and gets interrupted every frame by an input-check that can cancel the process to skip over to title-screen. That also means you can't use any other Graphics-module-function than #freeze and #update, you don't have frame-by-frame-control over #fadein, #fadeout or #wait.

~炬燵あ
Okay, this is what I have:
I changed the name of "Screen_Title" to "Screen_Title2" and gave the "Screen_Title" name to the Intro screen, then, when the intro ends, it sends you to "Screen_Title2" (The real RPG Title), I just want to know how I can skip that to not have to wait and go directly to "Screen_Title2".
Here's the scripts.

RPG Maker Original Title Screen
1664621339422.png
Intro Screen
1664621676789.png

It wouldn't matter what kinda script I'd hand you over to skip something, it will not help. Your entire own pretitle-code needs a clever mainloop-structure that is working with an updating timer, operating depending on its current state and gets interrupted every frame by an input-check that can cancel the process to skip over to title-screen. That also means you can't use any other Graphics-module-function than #freeze and #update, you don't have frame-by-frame-control over #fadein, #fadeout or #wait.

~炬燵あ


Please, could you show me how to do that clever mainloop-structure? I'm just a begginer in scripts and I got so confused...
Show me an example about how the intro should be.
 
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TheoAllen

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There you go. You can just drop it as is to see how it goes.
Ruby:
class IntroSample
  attr_accessor :ended
 
  def initialize
    @intropictures = ["Cobblestones1", "Cobblestones2", "Cobblestones3"]
    @spr = Sprite.new
    @spr.opacity = 0
  end
 
  def update
    @spr.bitmap = Cache.battleback1(@intropictures.shift)
    100.times do |i|
      Graphics.update
      Input.update
      if @intropictures.empty? || Input.trigger?(:C)
        self.ended = true
        break
      end
      if i >= 90
        @spr.opacity -= 50
      else
        @spr.opacity += 50
      end
    end
  end
 
  def dispose
    @spr.dispose
  end
 
end

introsample = IntroSample.new
loop do
  introsample.update
  break if introsample.ended
end
introsample.dispose
 

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