[Solved][ACE]Animated title screen.

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MooshraKun

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Ok we are using the MOG animated title screen script and we want to use it but only want to use one screen and when I make it to where it only uses one screen it doesn't use the background image like so.



On line 26 when I put it like this it plays it right,but switches between pictures.

RANDOM_PICTURES = ["Title0","Title1"]

When I do this

RANDOM_PICTURES = ["Title0"]

It makes it look the picture.

So if some one could make it to where it reads only one or make it to where it doesn't fade when it goes between pictures that would really help.

here is a link to a demo that has everything you need.

NOTE: I do not own anything in this demo.

Demo Download:

http://www.atelier-r...ACE_Menu09.html
 
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Todd

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Replace line 71 with this.



Code:
self.x = rand(640)
 
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AlaiaVee

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Try changing line 204 from:



Code:
      @light_viewport = Viewport.new(-32, -32, 576, 448)
to this:



Code:
      @light_viewport = Viewport.new(-32, -32, 672, 448)
 

MooshraKun

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@Todd I already did that but thanks.

@Vee Thanks you and someone else gave this same answer and that works so thanks a lot.
 

Archeia

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 

MooshraKun

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I have updated my main post with my new request.
 

Todd

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Code:
#==============================================================================
# +++ MOG - Animated Title A (v1.0) +++
#==============================================================================
# By Moghunter
# http://www.atelier-rgss.com/
#==============================================================================
# Tela de titulo animado, com logo, imagens aleatórias e outros efeitos visuais.
#==============================================================================
# Nota - Serão necessários as seguintes imagens na pasta Graphics/Titles2/
#
#
# Firefly.png
# Logo.jpg	 (Opcional - Caso for usar o efeito logo.)
#
#==============================================================================
# Para definir a imagem de texto basta selecionar no banco de dados
# a imagem do titulo numero 2 (Segunda camada)
#
#==============================================================================
module MOG_SCENE_TITLE_A
#Posição do comando.
COMMANDS_POS = [240 , 280]
#Ativar Particulas.
FIREFLY = false
#Ativar Logo
LOGO = false
#Duração do logo.
LOGO_DURATION = 2#(Sec)
#Definição da posição do cursor.(Para ajustes)
CURSOR_POS = [-42,-7]
end
#==============================================================================
# ■ Window TitleCommand
#==============================================================================
class Window_TitleCommand < Window_Command
attr_reader :list
end

#==============================================================================
# ■ FireFly
#==============================================================================
class Firefly < Sprite

#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------		
def initialize(viewport = nil)
	 super(viewport)
	 self.bitmap = Cache.title2("Firefly")
	 reset_setting
end

#--------------------------------------------------------------------------
# ● Reset Setting
#--------------------------------------------------------------------------			
def reset_setting
	 zoom = (50 + rand(100)) / 100.1
	 self.zoom_x = zoom
	 self.zoom_y = zoom
	 self.x = rand(640)
	 self.y = rand(480 + self.bitmap.height)
	 self.opacity = 0
	 self.angle = rand(360)
	 self.blend_type = 1
	 @speed_x = 0
	 @speed_y = [[rand(4), 4].min, 1].max
	 @speed_a = rand(3)
end

#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------			
def dispose
	 super
	 self.bitmap.dispose
end

#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------			
def update
	 super
	 self.x += @speed_x
	 self.y -= @speed_y
	 self.angle += @speed_a	
	 self.opacity += 5
	 reset_setting if self.y < 0
end

end

#==============================================================================
# ■ Scene Title
#==============================================================================
class Scene_Title < Scene_Base
include MOG_SCENE_TITLE_A
#--------------------------------------------------------------------------
# ● Start
#--------------------------------------------------------------------------		
def start
	 super
	 RPG::BGM.fade(2000)
	 @logo_active = LOGO
	 SceneManager.clear
	 @phase = 1
	 @phase_time = -1
	 create_logo if @logo_active
	 create_command_window
	 create_commands
	 create_background
	 create_light
	 create_cursor
	 play_title_music unless @logo_active
end

#--------------------------------------------------------------------------
# ● create_background
#--------------------------------------------------------------------------
def create_background
	 @sprite1 = Sprite.new
	 @sprite1.bitmap = Cache.title1($data_system.title1_name)
	 @sprite2 = Plane.new
	 @sprite2.bitmap = Cache.title2($data_system.title2_name)
	 @sprite2.z = 100
	 @sprite2.opacity = 0
end
#--------------------------------------------------------------------------
# ● Create Light
#--------------------------------------------------------------------------
def create_light
	 return unless FIREFLY
	 @light_viewport = Viewport.new(-32, -32, 672, 542)
	 @light_bitmap =[]
	 for i in 0...20
		 @light_bitmap.push(Firefly.new(@light_viewport))
	 end
end
#--------------------------------------------------------------------------
# ● Create_Logo
#--------------------------------------------------------------------------		
def create_cursor
	 @cursor = Sprite.new
	 @cursor.bitmap = Cache.title2("Cursor")
	 @cursor.opacity = 0
	 @cursor.z = 120
	 @cursor_position = [0,0]
	 @mx = [0,0,0]
end

#--------------------------------------------------------------------------
# ● Create_Logo
#--------------------------------------------------------------------------		
def create_logo
	 @phase = 0
	 @logo = Sprite.new
	 @logo.bitmap = Cache.title2("Logo")
	 @logo.opacity = 0
	 @logo_duration = 180 + (LOGO_DURATION * 60)
end

#--------------------------------------------------------------------------
# ● Create Commands
#--------------------------------------------------------------------------		
def create_commands
	 @command_window.visible = false
	 @commands_index_old = -1
	 @commands = []
	 @commands_shake_duration = 0
	 index = 0
	 for com in @command_window.list
		 sprite = Sprite.new
		 sprite.bitmap = Cache.title2(com[:name].to_s) rescue nil
		 if sprite.bitmap == nil
		 sprite.bitmap = Bitmap.new(200,32)
		 sprite.bitmap.font.size = 24
		 sprite.bitmap.font.bold = true
		 sprite.bitmap.font.italic = true
		 sprite.bitmap.draw_text(0, 0, 200, 32, com[:name].to_s,1)
		 end
		 sprite.x = COMMANDS_POS[0] - 100 - (index * 20)
		 sprite.y = index * sprite.bitmap.height + COMMANDS_POS[1]
		 sprite.z = 100 + index
		 sprite.opacity = 0
		 index += 1
		 @commands.push(sprite)
	 end
	 @command_max = index
end
#--------------------------------------------------------------------------
# ● dispose Background1
#--------------------------------------------------------------------------
def dispose_background1
	 @sprite1.bitmap.dispose
	 @sprite1.bitmap = nil
	 @sprite1.dispose
	 @sprite1 = nil
end

#--------------------------------------------------------------------------
# ● Dispose Background2
#--------------------------------------------------------------------------			
def dispose_background2
	 if @sprite2.bitmap != nil
		 @sprite2.bitmap.dispose
		 @sprite2.bitmap = nil
		 @sprite2.dispose
		 @sprite2 = nil
	 end
end

#--------------------------------------------------------------------------
# ● Dispose Light
#--------------------------------------------------------------------------			
def dispose_light
	 return unless FIREFLY
	 if @light_bitmap != nil
		 for i in @light_bitmap
			 i.dispose
		 end
		 @light_viewport.dispose
		 @light_bitmap = nil
	 end	
end

#--------------------------------------------------------------------------
# ● Dispose Logo
#--------------------------------------------------------------------------		
def dispose_logo
	 return unless LOGO
	 @logo.bitmap.dispose
	 @logo.dispose
end

#--------------------------------------------------------------------------
# ● Dispose Logo
#--------------------------------------------------------------------------		
def dispose_logo
	 return unless @logo_active
	 @logo.bitmap.dispose
	 @logo.dispose
end

#--------------------------------------------------------------------------
# ● Terminate
#--------------------------------------------------------------------------		
def terminate
	 super
	 dispose_background1
	 dispose_background2
	 dispose_light
	 dispose_logo
	 @cursor.bitmap.dispose
	 @cursor.dispose
	 for com in @commands
		 com.bitmap.dispose
		 com.dispose
	 end
end

#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------		
def update
	 super
	 update_logo
	 update_initial_animation
	 update_command
	 update_background
	 update_light
end

#--------------------------------------------------------------------------
# ● Update Logo
#--------------------------------------------------------------------------		
def update_logo
	 return if @phase != 0
	 loop do
	 break if @logo_duration == 0
	 execute_logo
	 Graphics.update
	 end
	 play_title_music
end
#--------------------------------------------------------------------------
# ● Update Cursor Position
#--------------------------------------------------------------------------		
def update_cursor_position
	 @cursor.opacity += 5
	 execute_animation_s
	 execute_cursor_move(0,@cursor.x,@cursor_position[0] + @mx[1])
	 execute_cursor_move(1,@cursor.y,@cursor_position[1])
end

#--------------------------------------------------------------------------
# ● Execute Logo
#--------------------------------------------------------------------------		
def execute_logo
	 @logo_duration -= 1
	 if @logo_duration > 120
	 @logo.opacity += 5
	 else
	 @logo.opacity -= 5
	 end
	 if @logo.opacity <= 0
	 @logo_duration = 0
	 @phase = 1
	 end
end
	 #--------------------------------------------------------------------------
# ● Execute Animation S
#--------------------------------------------------------------------------	
def execute_animation_s
	 @mx[2] += 1
	 return if @mx[2] < 4
	 @mx[2] = 0
	 @mx[0] += 1
	 case @mx[0]
		 when 1..7; @mx[1] += 1		
		 when 8..14; @mx[1] -= 1
		 else
		 @mx[0] = 0
		 @mx[1] = 0
	 end
end

#--------------------------------------------------------------------------
# ● Execute Cursor Move
#--------------------------------------------------------------------------	
def execute_cursor_move(type,cp,np)
	 sp = 5 + ((cp - np).abs / 5)
	 if cp > np
		 cp -= sp
		 cp = np if cp < np
	 elsif cp < np
		 cp += sp
		 cp = np if cp > np
	 end
	 @cursor.x = cp if type == 0
	 @cursor.y = cp if type == 1
end

#--------------------------------------------------------------------------
# ● Update Background
#--------------------------------------------------------------------------			
def update_background
	 @sprite2.opacity += 5

end

#--------------------------------------------------------------------------
# ● Update Light
#--------------------------------------------------------------------------			
def update_light
	 return unless FIREFLY
	 if @light_bitmap != nil
	 for i in @light_bitmap
		 i.update
	 end
	 end
end

#--------------------------------------------------------------------------
# ● Update Initial Animation
#--------------------------------------------------------------------------			
def update_initial_animation
	 return if @phase != 1
	 @phase_time -= 1 if @phase_time > 0
	 if @phase_time == 0
	 @phase = 2
	 @phase_time = 30
	 end
	 for i in @commands
	 index = 0
	 if i.x < COMMANDS_POS[0]
		 i.x += 5 + (2 * index)
		 i.opacity += 10
		 if i.x >= COMMANDS_POS[0]
			 i.x = COMMANDS_POS[0]
			 i.opacity = 255
			 if @phase_time < 15 / 2
				 @phase_time = 15
			 end
		 end
		 end
		 index += 1
	 end
end

#--------------------------------------------------------------------------
# ● Update Command
#--------------------------------------------------------------------------			
def update_command
	 return if @phase != 2
	 update_command_slide
	 update_cursor_position
end

#--------------------------------------------------------------------------
# ● Update Command Slide
#--------------------------------------------------------------------------			
def update_command_slide
	 if @commands_index_old != @command_window.index
	 @commands_index_old = @command_window.index
	 @commands_shake_duration = 30
	 end
	 return if @commands_shake_duration == 0
	 @commands_shake_duration -= 1 if @commands_shake_duration > 0	
	 for i in @commands
	 if (i.z - 100) == @command_window.index
		 i.opacity += 10
		 @cursor_position = [COMMANDS_POS[0] + CURSOR_POS[0],i.y + CURSOR_POS[1]]
		 i.x = COMMANDS_POS[0] + rand(@commands_shake_duration)
	 else
		 i.opacity -= 7 if i.opacity > 100
		 i.x = COMMANDS_POS[0]
	 end
	 end
	 end
end


$mog_rgss3_animated_title_a = true
 
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MooshraKun

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Thanks a lot Todd you are a big help, but now I can't show a logo which would be nice.
 
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Todd

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You have to use the second title screen graphic under system. If that doesn't work then I can fix that.
 
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MooshraKun

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I tried that still can't make the logo appear but thanks for the help.
 

Todd

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Weird, I tried it and it worked fine...
 

MooshraKun

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Weird lets see could you make a small demo or something? I don't know I can't get it to work for some odd reason.
 

Mr. Bubble

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I have updated my main post with my new request.
If it's a new request, we prefer that you create a new topic rather than replace what was answered. Your report to reopen this topic made it sound like there was possibly an issue with the answer that you originally got. Instead, what you've just done was delete and replace the original post. Now, when other people try to find an answer for the same issue you had, it will no longer be easily findable with searches.

This topic will stay open, but I'm just letting you know.
 

MooshraKun

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Ok Mr. Bubble thanks for the advice we will next time. Also thanks todd I was I guess I didn't copy a line or something it works now though.
 
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Mr. Bubble

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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