Splash Screen

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I was told that you could make a splash screen for a game but i can't find a setting anywhere for it. 
 

Shaz

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Because there isn't a setting. You need to use scripts to do it.


Search through the RGSS3 (VX Ace) Scripts forum - there are a couple available.


I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.
 

fox_news

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No i didn't mean intro animations. I meant like a real splash screen. You know, like when the game is loading, a splash screen pops up saying that its loading and the once the main window of the game appears, is removed.
 
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Shaz

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Did you even look at the script? That's what it does. It doesn't do any kind of animations other than fading the images in/out.


That's what a splash screen is.
 

fox_news

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I did look at the script and am now using it for my intro animation. Thank you for that. But the result i'm looking for is a picture that displays while the game is initializing; a.k.a Splash Screen. This is a very common item in applications that you don't really notice. A nice Java example can be found here. Enough about definitions, is this possible or not? thanks if advance!
 
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Shaz

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strange ... I thought I knew what splash screens were, having been involved in multiple commercial game releases. What you are asking for sounds an awful lot to me like a loading screen, that shows the progress of the application loading.


Guess I was wrong all that time, along with all the other commercial devs who thought they knew what splash screens were.


I am not actually sure that's possible with RPG Maker, as scripts don't begin to run until all the loading has happened.
 
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Tsukihime

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strange ... I thought I knew what splash screens were, having been involved in multiple commercial game releases. What you are asking for sounds an awful lot to me like a loading screen, that shows the progress of the application loading.


Guess I was wrong all that time, along with all the other commercial devs who thought they knew what splash screens were.


I am not actually sure that's possible with RPG Maker, as scripts don't begin to run until all the loading has happened.
They are also considered splash screens.


For RPG Maker it's a bit different, because the game launches immediately when you run game.exe


It then loads database and other things, which may take some time. This is where you could potentially display splash screens while the data is being loaded, which would fit the definition of splash screen provided.


Having a splash screen before the application even launches is not very useful.


However, it's possible if you would like to execute the game through an external launcher.
 
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MeowFace

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When you say you need a splash screen for your game. Any experienced developer, even gamers, should immediately thought of the LOGO display during start of the game. For programmers, they will think you want a bitmap to be displayed before the actual program runs.

But what you want seems like a transition screen (not really a splash screen if you set it up to calculate loading %).

The java example you show is indeed a splash screen, a dummy(fake) loading screen that does nothing but display a set of animation before transition.

As far as i know, the game allows you to pre-load certain scene before actually loading it during scene termination, but it's hardly noticeable with this type of game, so the time you go into a "loading scene" and out probably took longer than the pre-load to load.

The "time-gap" you found between each loading scene is actually a "forced" delay time on transition, which can be reduced to 0 for instance scene change (without the fade out and all).

For the Logos that run before the title screen, you can either make a new scene and rewire the game to point there before moving to title. a new class name Scene_Logo can be easily made.

As for the transition splash screen, you don't even need a script for it.

Simply set up a common event to fade out, display a picture and fade in. change the picture in between "wait" to animates it.

When that's done, add the common event to your area transition event and fade-in after that. ;)
 

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