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- Jun 2, 2017
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Hello, anyone know or have 'Press Start Button' Script? Thank you
TheoAllen don't have it anymore even in his github lol.And if it's a script that you want, there are two I know of.
Masked - press start
TheoAllen - Press Start Button
They both show a press start before the title command window
if I remember correctly, VXAce had no splash screen at all, which means you probably added a splash screen script to your project.
and now you want a double splash screen? that completely depends on the script that you used to create the first splash screen for compatibility reasons, so can you give a link to that scrip's website?
#==============================================================================
# ** TDS Splash Screen
# Ver: 1.5
#------------------------------------------------------------------------------
# * Description:
# This script lets you display images before the the title screen is shown.
#------------------------------------------------------------------------------
# * Features:
# Show pictures before the title screen appears.
# Play sounds along with the pictures.
#------------------------------------------------------------------------------
# * Instructions:
# To display a Splash Screen image edit this constant and add setting structs
# to it.
#
# Splash_Screens = [
# Splash_Settings = Struct.new(name, fadein, fadeout, duration, skippable,
# centered, start_SE, start_ME, end_wait)
# ]
#
# name = "Picture Name"
# fadein = Splash Fade in duration. (0 for instant)
# fadeout = Splash Fade out duration. (0 for instant)
# duration = Pause Duration. (If nil pause will be infinite and require skip)
# skippable = If true the Splash Screen can be skipped by pressing a key.
# centered = If true it will center the Splash Image to the screen.
# start_SE = SE to play after fade in. (["SE Name", Volume, Pitch]) (Ignored if nil.)
# start_ME = ME to play after fade in. (["SE Name", Volume, Pitch]) (Ignored if nil.)
# end_wait = Pause duration after fadeout before the next image is shown.
#
# Example:
#
# Single Splash Image (Simple Fade in and Fade out with infinite duration)
#
# Splash_Screens = [
# Splash_Settings.new("Splash1", 20, 20, nil, true, true, ["Wolf", 100, 80], nil, 40),
# ]
#
#
# To display the Splash Screen only once when the game loads set this constant
# to true. If false the Splash Screen will appear whenever the title screen is
# called.
#
# Splash_Screen_Once = true/false
#
# To display the Splash Screen while testing set this constant to true.
#
# Show_On_Playtest = true/false
#------------------------------------------------------------------------------
# * Notes:
# None.
#------------------------------------------------------------------------------
# WARNING:
#
# Do not release, distribute or change my work without my expressed written
# consent, doing so violates the terms of use of this work.
#
# If you really want to share my work please just post a link to the original
# site.
#
# * Not Knowing English or understanding these terms will not excuse you in any
# way from the consequenses.
#==============================================================================
# * Import to Global Hash *
#==============================================================================
($imported ||= {})[:TDS_Splash_Screen] = true
#==============================================================================
# ** Scene_Base
#------------------------------------------------------------------------------
# This is a super class of all scenes within the game.
#==============================================================================
class Scene_Base
#--------------------------------------------------------------------------
# * Class Variable
#--------------------------------------------------------------------------
# Splash Screen Used Flag
@@splash_screen_used = false
end
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs the title screen processing.
#==============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# * Constants
#--------------------------------------------------------------------------
# Splash Settings Struct
Splash_Settings = Struct.newname, :fadein, :fadeout, :duration, :skippable,
:centered, :start_SE, :start_ME, :end_wait)
# Splash Screens Array
Splash_Screens = [
# First Splash Image (Simple Fade in and Fade out with infinite duration)
Splash_Settings.new("Splash1", 20, 20, nil, true, true, ["Wolf", 100, 80], nil, 40),
# Second Splash Image (Sound with Fade in and Fade out with limited duration)
Splash_Settings.new("Splash2", 20, 20, 300, false, true, nil, ["Gag", 100, 80], 40),
]
# If True it will only show the Splash Screen once when the game loads.
Splash_Screen_Once = true
# Show Splash Screen when testing. (Set to false to skip when testing game)
Show_On_Playtest = true
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias tds_splash_screen_scene_title_start start
#--------------------------------------------------------------------------
# * Start Processing
#--------------------------------------------------------------------------
def start(*args, &block)
# Go Through Instance Variables (Prevents Window Update Errors)
instance_variables.each { |varname|
# Get Variable Object
ivar = instance_variable_get(varname)
# If Variable Object is a Window
if ivar.is_a?(Window)
# Dispose if not already disposed
ivar.dispose if !ivar.disposed?
# Remove Instance Variaible
remove_instance_variable(varname)
end
}
# If not testing or Testing and Can Show Splash Screen on Playtest
if !$TEST or ($TEST and Show_On_Playtest)
# If Splash Screen can be showned
if !Splash_Screen_Once or (Splash_Screen_Once and !@@splash_screen_used)
# Start Splash Intro
start_splash_intro
end
end
# Set Splash Screen Used Flag to true
@@splash_screen_used = true
# Run Original Method
tds_splash_screen_scene_title_start(*args, &block)
end
#--------------------------------------------------------------------------
# * Start Splash Intro
#--------------------------------------------------------------------------
def start_splash_intro
# Freeze, Transition and Fade out graphics
Graphics.freeze ; Graphics.transition(1) ; fadeout_all(100)
# Go Through Splash Screens
Splash_Screens.dup.each {|s| display_splash_image(s)}
end
#--------------------------------------------------------------------------
# * Display Splash Image
# settings : splash image settings
#--------------------------------------------------------------------------
def display_splash_image(settings)
# Return if settings are nil
return if settings.nil?
# Create Background Sprite
@background = Sprite.new ; @background.bitmap = Bitmap.new(Graphics.width, Graphics.height)
@background.bitmap.fill_rect(@background.bitmap.rect, Color.new(0, 0, 0))
# Make Splash Image Sprite
@splash_image = Sprite.new ; @splash_image.bitmap = Cache.picture(settings[:name])
# Center Sprite if Applicable
center_sprite(@splash_image) if settings[:centered]
# Fade In
Graphics.fadein(settings[:fadein])
# If Start SE
if settings[:start_SE]
# Play SE if Applicable
Audio.se_play(*settings[:start_SE].dup[0] = 'Audio/SE/' + settings[:start_SE][0])
end
# If Start ME
if settings[:start_ME]
# Play ME if Applicable
Audio.se_play(*settings[:start_ME].dup[0] = 'Audio/ME/' + settings[:start_ME][0])
end
# If Duration is nil (Infinite)
if settings[:duration].nil?
# Wait for Input
loop { update_basic ; break if Input.trigger?C) or Input.trigger?
}
else
# Duration Wait
settings[:duration].times {
# Update Basic Components
update_basic
# Break if Skippable and Input Trigger C or B
break if settings[:skippable] and Input.trigger?C) or Input.trigger?
}
end
# Fadeout
Graphics.fadeout(settings[:fadeout])
# After Splash Image Display Delay
settings[:end_wait].times { update_basic } if settings[:end_wait]
# Stop SE and ME sounds
RPG::SE.stop ; RPG::ME.stop
# Dispose of Splash Image
@splash_image.bitmap.dispose ; @splash_image.dispose ; @splash_image = nil
# Dispose of Background Sprite
@background.bitmap.dispose ; @background.dispose ; @background = nil
end
end