basically yes, this is basic eventing - just store the progress in a variable, and choose the movie command based on that variable.
However, I think you mixed up a few different things - the script you linked is for RMXP, your profile says that you're using VX - so you can't use that script.
In Ace, you don't even need a movie script because Ace has a movie event command - I don't know if that exists in VX however.
And in all cases you'll probably need a script to skip the title screen and implement your own intro screen, but that has nothing to do with movies.
basically yes, this is basic eventing - just store the progress in a variable, and choose the movie command based on that variable.
However, I think you mixed up a few different things - the script you linked is for RMXP, your profile says that you're using VX - so you can't use that script.
In Ace, you don't even need a movie script because Ace has a movie event command - I don't know if that exists in VX however.
And in all cases you'll probably need a script to skip the title screen and implement your own intro screen, but that has nothing to do with movies.
That's my bad, I'm actually using ace mainly now, I haven't updated my profile in a while so yeah but the script I linked to you is cross compatible with all versions as far as I know, I have in my ace project atm and it runs without a hitch.
And rather, I need it to play before the title screen, like for example, I have a movie that plays before the title screen comes up. I was wondering if there was a way to make it so a different movie plays BEFORE the title screen comes up based on the player's in game progress.
Example:
#==============================================================================# ** Main#------------------------------------------------------------------------------# This processing is executed after module and class definition is finished.#==============================================================================Window_Resize.r(1088,832)testing = "This game is currently in Beta. The final result may be very different from what you see here"msgbox_p(testing)Graphics.play_movie( "Movies/intro.mpg", true, true )#==============================================================================# ** Main#------------------------------------------------------------------------------# This processing is executed after module and class definition is finished.#==============================================================================begin rgss_main do begin SceneManager.run rescue RGSSReset Graphics.transition(10) retry end endrescue SystemExit exitrescue Exception => error scripts_name = load_data('Data/Scripts.rvdata2') scripts_name.collect! {|script| script[1] } backtrace = [] error.backtrace.each_with_index {|line,i| if line =~ /{(.*)}(.*)/ backtrace << (scripts_name[$1.to_i] + $2) elsif line.start_with?(':1:') break else backtrace << line end } error_line = backtrace.first error_msg = "%s: %s, %s" %[error_line, error.message, error.class] backtrace[0] = '' File.open("error_log.txt", "w") do |f| f.write(error_msg) f.write(backtrace.join("\n\tfrom ")) end print error_msg, backtrace.join("\n\tfrom "), "\n" raise error.class, "Error ocurred, check the debug console for more information.", [error.backtrace.first]end
This is my "Main script" I have altered it for debuging purposes but it runs just for all the same. The very top lines as you can see are what run the movie BEFORE the main process begins.
I want to be able to run a different movie based on the players save file, like for example, if the player is in Town A(which wouldn't be accessable until they made a set amount of progress in the game) Then a different movie will play BEFORE the main process begins.
yes, that is possible - you need to store the player progress in the ini file instead of the regular variables, because the variables are only loaded when a game is loaded or started.
Then you need to check that setting when you try to start the movie and change the movie accordingly.
The only script I know that stores data in the ini file is the multilanguage addon for the SES external text
Follow the link to the multilanguage-addon and check that script how it stores the language setting into the ini file, then make something similiar for your movie selection.
Yay, now back in action Happy Christmas time, coming back!
Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX
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