[Resolved] Map Title Screen request

Apoc

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Hello, Im not to used to doing these sort of things, but let me frist start off by saying im looking for a commercial made script. If you would like to work out some sort of agreement feel free to email me at pie24man@yahoo.com

Script Request: Orginal Wijj made a script a while back that allowed players to presented on a map instead of showing a title screen. There were also a few scripts that did this for vx but none so far I seen for ace.

To get to the point I would like to request a script that had ( either ) 1 of 2 functionalites ( which ever one is easiest to accomplish )

1.) Being able to start the character on map x then continue to new.game / load.game via script call such as ex: $scene.do_new_game

2.) Being able to call a comment event during title screen to show visual effects like ( rain ) , ( animations ) , or even ( battles ) such as a normal commen event would do

Example Scripts:

I dont intend to copy for redistribute oringal wijjs work, but I found lil way to succesfully contact him. so here is his script made for vx

#==============================================================================

# Map Title

#==============================================================================

# Author : OriginalWij

# Version : 1.3

#==============================================================================

#==============================================================================

# NOTE: This newest version is the ONLY supported version!

#

# v1.3

# - Minor fixes

# - Optimized script

#==============================================================================

#==============================================================================

# Calls:

# New Game : $scene.do_new_game

# Load Game : $scene.do_load_game(file) [file = 1 thru 4]

# End Game : $scene = nil

# Display Load Window : $scene.show_load_window(file) [file = 1 thru 4]

# Close Load Window : $scene.close_load_window

#==============================================================================

#==============================================================================

# NOTE: Any switches/variables set on "Title" maps carry over into a NEW game

#==============================================================================

#==============================================================================

# Config

#==============================================================================

module OW_MT

# Player initial "title map" coordinates

MAP_ID = 1

MAP_X = 3

MAP_Y = 10

# How many tiles to offset (move) if a savefile exists

MAP_X_OFFSET = 5 # horizontal [- = left; + = right; 0 = none]

MAP_Y_OFFSET = 0 # vertical [- = up ; + = down ; 0 = none]

# Player starting direction (facing) [2 = down; 4 = left; 6 = right; 8 = up]

MAP_FACING = 8

end

#==============================================================================

# Game_Temp

#==============================================================================

class Game_Temp

#--------------------------------------------------------------------------

# Public Instance Variables [New]

#--------------------------------------------------------------------------

attr_accessor :title

#--------------------------------------------------------------------------

# Initialize [Mod]

#--------------------------------------------------------------------------

alias ow_map_title_game_temp_initialize initialize unless $@

def initialize

ow_map_title_game_temp_initialize

@title = true

end

end

#==============================================================================

# Scene_Title

#==============================================================================

class Scene_Title < Scene_Base

#--------------------------------------------------------------------------

# Start [Rewrite]

#--------------------------------------------------------------------------

def start

super

load_database

create_game_objects

check_continue

$data_system.title_bgm.play

RPG::BGS.stop

RPG::ME.stop

end

#--------------------------------------------------------------------------

# Post-Start [Rewrite]

#--------------------------------------------------------------------------

def post_start

super

end

#--------------------------------------------------------------------------

# Pre-Terminate [Rewrite]

#--------------------------------------------------------------------------

def pre_terminate

super

end

#--------------------------------------------------------------------------

# Terminate [Rewrite]

#--------------------------------------------------------------------------

def terminate

super

snapshot_for_background

end

#--------------------------------------------------------------------------

# Update [Rewrite]

#--------------------------------------------------------------------------

def update

super

go_to_title_map

end

#--------------------------------------------------------------------------

# Go To Title Map [New]

#--------------------------------------------------------------------------

def go_to_title_map

confirm_player_location

$game_party.setup_starting_members

@x, @y = OW_MT::MAP_X, OW_MT::MAP_Y

@x += OW_MT::MAP_X_OFFSET if @continue_enabled

@y += OW_MT::MAP_Y_OFFSET if @continue_enabled

$game_map.setup(OW_MT::MAP_ID)

$game_player.reserve_transfer(OW_MT::MAP_ID, @x, @y, OW_MT::MAP_FACING)

$game_player.perform_transfer

$game_player.refresh

$scene = Scene_Map.new

$game_map.update

Graphics.frame_count = 0

$game_map.autoplay

end

end

#==============================================================================

# Scene_Map

#==============================================================================

class Scene_Map < Scene_Base

#--------------------------------------------------------------------------

# Start [Mod]

#--------------------------------------------------------------------------

alias ow_map_title_scene_map_start start unless $@

def start

ow_map_title_scene_map_start

if $game_temp.title

@title_map = $game_map.map_id

@title_window = Sprite.new

title_bitmap = Cache.system('Title')

@title_window.bitmap = title_bitmap

end

end

#--------------------------------------------------------------------------

# Terminate [Mod]

#--------------------------------------------------------------------------

alias ow_map_title_scene_map_terminate terminate unless $@

def terminate

ow_map_title_scene_map_terminate

if $game_temp.title

@title_window.bitmap.dispose

@title_window.dispose

@title_window = nil

end

end

#--------------------------------------------------------------------------

# Update [Mod]

#--------------------------------------------------------------------------

alias ow_map_title_scene_map_update update unless $@

def update

ow_map_title_scene_map_update

if $game_temp.title

if @title_map != $game_map.map_id

@title_map = $game_map.map_id

@title_window.dispose

@title_window = Sprite.new

title_bitmap = Cache.system('Title')

@title_window.bitmap = title_bitmap

else

@title_window.update

end

end

end

#--------------------------------------------------------------------------

# Execute Screen Switch [Mod]

#--------------------------------------------------------------------------

alias ow_map_title_scene_map_upd_scene_change update_scene_change unless $@

def update_scene_change

$game_temp.next_scene = nil if $game_temp.title

ow_map_title_scene_map_upd_scene_change

end

#--------------------------------------------------------------------------

# Do New Game [New]

#--------------------------------------------------------------------------

def do_new_game

$game_temp.title = false

$game_party.setup_starting_members

$game_map.setup($data_system.start_map_id)

$game_player.moveto($data_system.start_x, $data_system.start_y)

$game_player.refresh

$scene = Scene_Map.new

RPG::BGM.fade(1500)

Graphics.fadeout(60)

@title_window.bitmap.dispose

@title_window.dispose

@title_window = nil

Graphics.wait(40)

Graphics.frame_count = 0

RPG::BGM.stop

$game_map.autoplay

$scene = Scene_Map.new

end

#--------------------------------------------------------------------------

# Show Load Window [New]

#--------------------------------------------------------------------------

def show_load_window(file_id)

if FileTest.exist?("Save#{file_id}.rvdata")

@file_id = file_id

@load_window = Window_SaveFile.new(file_id - 1, "Save#{file_id}.rvdata")

@load_window.y = Graphics.height - 156

@load_window.back_opacity = 160

end

end

#--------------------------------------------------------------------------

# Close Load Window [New]

#--------------------------------------------------------------------------

def close_load_window

if @load_window != nil

@load_window.dispose

@load_window = nil

end

end

#--------------------------------------------------------------------------

# Do Load Game [New]

#--------------------------------------------------------------------------

def do_load_game(file_id)

Sound.play_load

close_load_window

$game_temp.title = false

file = File.open("Save#{file_id}.rvdata", "rb")

characters = Marshal.load(file)

Graphics.frame_count = Marshal.load(file)

@last_bgm = Marshal.load(file)

@last_bgs = Marshal.load(file)

$game_system = Marshal.load(file)

$game_message = Marshal.load(file)

$game_switches = Marshal.load(file)

$game_variables = Marshal.load(file)

$game_self_switches = Marshal.load(file)

$game_actors = Marshal.load(file)

$game_party = Marshal.load(file)

$game_troop = Marshal.load(file)

$game_map = Marshal.load(file)

$game_player = Marshal.load(file)

if $game_system.version_id != $data_system.version_id

$game_map.setup($game_map.map_id)

$game_player.center($game_player.x, $game_player.y)

end

file.close

$scene = Scene_Map.new

RPG::BGM.fade(1500)

Graphics.fadeout(60)

@title_window.bitmap.dispose

@title_window.dispose

@title_window = nil

Graphics.wait(40)

@last_bgm.play

@last_bgs.play

Input.update

end

end

[/Mod][/Mod][/Mod][/Mod][/Mod]
[Mod][Mod][Mod][Mod][Mod]Also here is Vixotic's version

Screenshot:



End:

I hope this request was simple and easy to follow[/mod][/mod][/mod][/mod][/mod]
 
Last edited by a moderator:

Crazyninjaguy

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Luckily, I made this!

I'm not sure if it works with common events, but give it a try. It should do!

Map Title Screen




v1.0




By Crazyninjaguy


Summary

This script allows you to use a map as your title screen.

You can use events, and can do whatever you would on a normal map.

Screenshots



Script

Code:
#===============================================================================
# * SEE - Map Title Screen v1.0
# * By Crazyninjaguy
# * Requested by Bizarre_Monkey
# * Part of StormCross Engine Evolution
# * http://www.stormxstudios.co.uk
#===============================================================================
# * It'd be easier to copy the demo events, but if you're just getting the script
# then use these commands in an event:
# SceneManager.scene.command_new_game
# SceneManager.scene.command_continue
# SceneManager.scene.command_shutdown
#===============================================================================

module SEE
module Title
# The ID Of your Title Screen Map
START_MAP_ID = 1
# X Position of your character's starting position
START_X = 8
# Y Position of your character's starting position
START_Y = 7

# Game Title Name X Position
GAME_TITLE_X = 0
# Game Title Name Y Position
GAME_TITLE_Y = -180

# Display your game's logo? Set to true if yes.
DISPLAY_LOGO = false
# Logo filename, in Titles1 folder
LOGO_FILENAME = "Logo"
# X Position of the Logo image
LOGO_X = 0
# Y Position of the Logo image
LOGO_Y = 0
end
end

class Scene_Title < Scene_Base
include SEE::Title
def start
super
SceneManager.clear
Graphics.freeze
DataManager.load_normal_database
DataManager.create_game_objects
$game_party.setup_starting_members
$game_map.setup(START_MAP_ID)
$game_player.moveto(START_X, START_Y)
$game_player.refresh
Graphics.frame_count = 0
$game_map.autoplay
create_map
@message_window = Window_Message.new
@scroll_text_window = Window_ScrollText.new
if DISPLAY_LOGO
create_logo
end
end
def terminate
super
@spriteset.dispose
if DISPLAY_LOGO
@logo.dispose
end
dispose_foreground
end
def update
super
$game_map.update(true)
$game_player.update
$game_timer.update
@spriteset.update
update_transfer_player unless scene_changing?
end
def create_map
@spriteset = Spriteset_Map.new
create_foreground
end
def create_logo
@logo = Sprite.new
@logo.bitmap = Cache.title1(LOGO_FILENAME)
@logo.x = LOGO_X
@logo.y = LOGO_Y
end
def command_new_game
DataManager.setup_new_game
fadeout_all
$game_map.autoplay
SceneManager.goto(Scene_Map)
end
def command_continue
SceneManager.call(Scene_Load)
end
def command_shutdown
fadeout_all
SceneManager.exit
end
def draw_game_title
@foreground_sprite.bitmap.font.size = 48
@foreground_sprite.bitmap.draw_text(GAME_TITLE_X, GAME_TITLE_Y, Graphics.width, Graphics.height, $data_system.game_title, 1)
end
def update_transfer_player
perform_transfer if $game_player.transfer?
end
def perform_transfer
pre_transfer
$game_player.perform_transfer
post_transfer
end
def pre_transfer
case $game_temp.fade_type
when 0
fadeout(fadeout_speed)
when 1
white_fadeout(fadeout_speed)
end
end
def post_transfer
case $game_temp.fade_type
when 0
Graphics.wait(fadein_speed / 2)
fadein(fadein_speed)
when 1
Graphics.wait(fadein_speed / 2)
white_fadein(fadein_speed)
end
end
def fade_loop(duration)
duration.times do |i|
yield 255 * (i + 1) / duration
update_basic
end
end
def fadein(duration)
@spriteset = Spriteset_Map.new
fade_loop(duration) {|v| Graphics.brightness = v }
end
def fadeout(duration)
fade_loop(duration) {|v| Graphics.brightness = 255 - v }
@spriteset.dispose
end
def white_fadein(duration)
@spriteset = Spriteset_Map.new
fade_loop(duration) {|v| @viewport.color.set(255, 255, 255, 255 - v) }
end
def white_fadeout(duration)
fade_loop(duration) {|v| @viewport.color.set(255, 255, 255, v) }
@spriteset.dispose
end
def transition_speed
return 15
end
def fadeout_speed
return 30
end
def fadein_speed
return 30
end
end
Demo

http://www.mediafire...f0c7s05wohqa1ja

Licensing

Free for use in commercial and non-commercial games if credit is given.
 

Apoc

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Wow im lucky you already made a script for this. Thanks alot for the fast repsonse and credit will diffinately be given

For admin: This topic is now resolved , feel free to close if neccessary
 

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