TSR

The Northern Frog
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Title SC1.png
TSR_Title.js v2.0.2
author: TSR, The Northern frog

This Plugin provide various options for customizing the game Title screen.


FEATURES:

Pre Title window
An old arcade game concept: you launch the game and Title screen appear, but before anything else, you're prompted to 'press start' or something like that. This plugin allow you to do that for your game.​

Customize the Title Screen Command Window.
Set every aspects of the Title screen command window to your liking. Choose between a vertical or horizontal menu, decide wich command you want to appear in the window, set the window size and position, and more...​
When using horizontal menu, command menu pages will flip when scrolling left and right.
Title SC5.pngTitle SC3.png

Or add a row to the menu
Title SC4.png
You can set the number of visible rows and columns to create single slot menu window. The commands will loop when scrolling up and down, or left and right, depending of the menu type.

Horizontal menu, one row, one column
SC Title window1.png
Vertical menu, one row
SC Title window2.png
Add an 'Exit' command to the Title Screen and the Main Menu that allow players to quit the game.

Skip Title Screen option.
Enable/Disable the Title Screen for game developing. There's a parameter to choose between 'Skip To New Game' and 'Skip To Last Saved'.

-Game Over Window.
Following a Game Over, the Plugin will pop a window out giving the players 3 options:

1) Continue (Load last saved file)*
2) To Title (Go back to Title Screen)
3) Quit (Exit the game)
*If no saved files are presents, the New Game command will appear instead.
SCgameover.png

Add a True Continue command.
This command won't appear on the Title Screen until there is at least one saved file. It let the players start from their last saved game.
Capture d’écran 2020-02-05 à 19.01.05.png
Title Window Cursor.
Import a custom image from the /img/pictures file and display it on the Title Screen as a Cursor. You can set the X and Y offset to adjust it to your Title Screen window dimensions. To make your custom cursor stand out even more, the Plugin provide 3 animation options for the custom cursor. They can all be toggled On and Off separately.
  • Blink: the cursor opacity will increase and decrease continuously​
  • Tilt: the cursor will move from left to right continuously​
  • Pulse: width an height of the cursor increase and decrease proportionaly​
Disable the default cursor
You can also disable the default background blinking cursor. But even with an animated good looking custom cursor, the commands of the menu window may appears a little lifeless since, without the default cursor, they're just plain text. For that matter the Plugin provide some text animation options to enlight the currently selected text.
  • Blinking text oultine opacity: the outline of the selected command blink​
  • piano effect: each letter of the text will tilt up from left to right and the other way around​
  • accordeon effect: text width strech and compress continously​

Title Window Icons.
Draw icons from img/system/'iconset' to add visual elements to your Title Screen window.

Add a custom picture.
Import a custom image from the /img/pictures file and display it on the Title Screen, choosing its X, Y coodinates. Use it to add a visual element to your Title Screen or to replace the default Game Title.

Customize the Default Game Title.
If you don't have a custom image to replace the default Game Title, you can still make it a bit more appealing by using the Plugin parameters to change the Game Title X, Y position, text color, font size and more.
Even if you do have a custom image to replace the Default Game Title, you can use the default Game Title as a subtitle or a label to display some more info such as your studio/company name or whatever you want.
For that matter, there's a Plugin parameters that let you set a custom text for the Default Title Screen so that it can display any text you want without having to change your project name.
Capture d’écran 2020-02-02 à 09.10.32.png
Capture d’écran 2020-02-02 à 09.15.32.png
Add a Custom Label.
The Plugin also give the option to show a Custom Label on the Title Screen to display some more info if needed. Here again, you can set its position, text color, font size and aligment.
Capture d’écran 2020-02-02 à 09.41.00.png
Alternative New Game transition.
Actually, if your project Title Screen background image is the same than your first map (your intro), it doesn't look very good when choosing 'New Game', the screen fade out only to bring you back on the same screen (we all know that, in fact the game make the transition from the Title Screen to your first map, but visually, the players won't notice if both screens have the same background image).
If you use a similar form of intro, the Plugin now give you the possibility to toggle an alternative transition when selecting 'New Game'. When this parameter is toggle on, the Plugin will skip the screen fade out so that only the Title Command Window and the Game Title will disappear while no change will occur in the background. If you choose the alternative transition, the Plugin still let you decide if you want to fade out the music or not (depending if your intro and Title Screen have both the same music...)

Auto intro/scene and skip scene
See bellow in the thread or refer to Plugin instructions.

Gif-like Animated Title sprites
See bellow in the thread or refer to Plugin instructions.


ToU
Free to use in any RPG Maker MV projects, including commercials projects.

Credit is required for using this Plugin.
For crediting, use 'TSR' along with one of the following terms:
'The Northern Frog' or 'A frog from the north'

Do not change the Header or the Terms of usage.

Editing of the script is allowed, but it won't relieve from crediting obligations. Remember that changing the name of functions and variables, or even manually retyping the entire script, doesn't make you the author of the Plugin.

DO NOT REDISTRIBUTE!
If you want to share it, share the link to my itchi.io account:

This plugin was made for free use among the RMMV game dev community. Hence, it is free and will remain free.
 

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Kes

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@TSR You might like to expand your ToU to say whether this can be reposted or if people must link back to this page. I know a lot of plugin and script writers don't like reposting as it means that out of date versions could be floating around the internet.
 
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TSR

The Northern Frog
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Thank you for suggestion @Kes, I updated the ToU in this thread, the plugin file and my itchio plugin page. Hope, it is more clear now. Thanks again!
 

Eliaquim

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I don't know if there is a specific mean in your country, but I love the name "The northern Frog"! ^^
Nice plugin!
 
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TSR

The Northern Frog
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don't know if there is a specific mean in your country
He he... it does have some kind of meaning... :p
love the name "The northern Frog"! ^^
Nice plugin!
Thanks! :thumbsup-right:

I take the occasion to bump the v1.04 update:
I noticed that the line height of the Title Screen Window didn't adjust when its font size was changed. I made my own lineHeight function but Yanfly Core Engine also interfer with this function so now I made it compatible.

You now have to place my plugin under above YEP_CoreEngine.

Looks better now:
Capture d’écran 2020-02-03 à 18.28.25.png
Capture d’écran 2020-02-03 à 19.17.45.png



FREE download:
the-northern-frog.itch.io
 
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ShadowDragon

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I made a tiny quit to title plugin, but I gotta say, This looks much better to alter some things.
way to go :) (I can throw mine away). ^^
 
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Capture d’écran 2020-02-05 à 19.01.05.png
FEATURES:
  1. Add a Skip Title Screen option for game dev
  2. Add a 'True Continue' command to the Title Screen window
  3. Add the option to import a custom image to use as a Cursor for the window
*For more details, the thread above has beed updated.
 
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TSR

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Hello all!
Here's the latest update of TSR_Quit. Along with some minor fix, the 1.12 version come with another cool feature:

Code:
 * Title Window Icons:
* =========================================================================================
* Here, you can draw icons from the iconset sheet to add visual
* element to your command list. Icons will automatically adjust
* to the font size chosen for your Title command window. Hence,
* there's no other parameters than Enabling/Disabling this option
* and setting the icon index associated to each command. If you
* only wish to show icons for some commands, set other commands
* index at zero.
*
*    -Show Icons
*       Enable/Disable displaying of icons.
*    -New Game Icon
*       The index of the icon you want to display for New Game.
*    -True Continue Icon
*       The index of the icon you want to display for True Continue.
*    -Continue Icon
*       The index of the icon you want to display for Default Continue.
*    -Options Icon
*       The index of the icon you want to display for Options.
*    -Exit Icon
*       The index of the icon you want to display for Exit command.
*
*       *Set your Title command window Width accordingly as showing
*        the icons will displace the command text to the right.
 
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TSR

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Latest Update TSR_Quit v1.14:
  • Fix bad indexing of latest saved file causing True Continue command and Skip Title to Last Saved to load wrong save file or crash. This is now fixed with v1.14.
 

TSR

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Hello all!
I hope everythings goes well with your projects development.

Allow me to bother you with this latest update of my Plugin TSR_Quit.
Along with minor fixes, the version 1.2.5 offer this new feature:

Game Over Window
Following a Game Over, the Plugin will pop a window out giving the players 3 options:

1) True Continue (Load last saved file)*
2) To Title (Go back to Title Screen)
3) Quit (Exit the game)​

*If no saved files are presents, the New Game command will appear instead.
SCgameover.png
Download Link:
TSR_Quit.js v1.2.5

I also plan to add some other new features that will give Intro & Cut Scenes
management options. I might come out with this in a near future, so stay tuned!

TSR
 

ShadowDragon

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Question, does the last loaded file only work with true continue on true? which title screen affect too?
or does end game as its own true continue? (which can be nice) so you can make true continue on title screen
disabled.
 

TSR

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Hi!
Yes it has its own True Continue (it is the same method but in the Scene_GameEnd instead of Scene_Title).
The command appears in Game Over Screen whenever there's at least one saved file in the folder, otherwise it is replaced by New Game. It is not influenced by the Enable True Continue parameter, so yes, it will still appears in the Game Over screen even if you disabled it in the Title screen.
 

so1us

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This is a great plugin especially for one of the first ones you've built - really allows us to customize the main menu to a large extent! I had a question and some requests if at all possible :rswt

1. Is it possible to call a different font type for the main Title, Custom Label and menu Options? Hoping to have the main title in one font and the subtitle in another if possible.

2. Would it be possible to support a full-screen video or gif as the background? I know other menu plugins have this but they lack the other features you support :rswt

Thanks for your consideration.
 
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Hello @so1us
Thanks for trying my Plugin. :thumbsup-left:

I’m currently working on the Plugin to add some options for intro & cut scenes, so it’s the right time to request some more features.;)

What you’re asking shouldn’t be too complicate to implement, so it will probably be add to the next version along with those others features I’m working on.

Stay tuned for my next post, I might come up with this pretty soon...
 

phamtruong1992

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That frog as the mouse indicator is cute as heck. And i don't know why we don't have this as defaut, but thank you for this plugin i'll definitely use it.
 

TSR

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That frog as the mouse indicator is cute as heck....
Thank you!
*Although, the 'frog' is just a Window Cursor (it stay in front of the currently selected menu option). But adding the option to import a custom image to replace the mouse pointer is a good idea! :thumbsup-right: I might give it a shot in further versions...

Thanks again!
 

so1us

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Hello @so1us
Thanks for trying my Plugin. :thumbsup-left:

I’m currently working on the Plugin to add some options for intro & cut scenes, so it’s the right time to request some more features.;)

What you’re asking shouldn’t be too complicate to implement, so it will probably be add to the next version along with those others features I’m working on.

Stay tuned for my next post, I might come up with this pretty soon...

Wow, thanks for considering it. Will wait with bated breath for the next update!
 

TSR

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Hello again all!
I come with a new update for TSR_Quit!

Version 1.4.6 add some more complex stuff. I won't update the main Thread, I'll just drop the info in this post.

Here we go:

New parameters:
You can now set the text of the Title window, the Default Game Title and the Custom Label to different fonts. These settings will also be independent of your ingame settings.

Gif-like animated Title sprites:
You can turn the 5 Title Screen sprites into gif-like animated sprites. Nothing better than the Plugin instructions to explain this:
Code:
 * Gif-like Animated Title Sprites:
* ==========================================================================
* You can turn any, if not all of the 5 Title Screen Sprites into Gif-Like
* Animated Sprites by creating your own custom Animated Sprite Object. All
* you need is an Image Strip, a .png file where images are set in horizontal
* frames. Best exemple would be Battlers and Characters Sprite Sheets or
* Animations Sprite Sheets from the default RTP. Even if you don't want or
* have such assets, you can still move or fade in the Title Screen Sprites.
*
* The Title Screen Sprites that can be animated are:
*
*                -Title Background 1
*                -Title Background 2
*                -Custom Picture (from this Plugin)
*                -Default Title
*                -Custom Label (from this Plugin)
*
*       *Any framed sprite sheet you want to use for these sprites must
*        be imported in the corresponding Project Folder. Title Background 1
*        custom images must be in /img/titles1 folder, Title Background 2 in
*        /img/titles2 and Custom Picture in /img/pictures. Default Title and
*        Custom Label are Text sprites and cannot have imported images, but
*        can be moved and/or fade in with this Plugin.
*
*
* Each of the Title Screen Sprites have now a parameter 'Animated Sprite
* Object' wich contains the data for the animated sprite you want to create.
* In the  Plugin Parameters, it will appear as a notebox like this:
*
*            {animation: 0,
*                  loop: 0,
*            frameWidth: 0,
*           frameHeight: 0,
*           frameNumber: 0,
*             frameRate: 0,
*               moveToX: 0,
*               moveToY: 0,
*            moveSpeedX: 0,
*            moveSpeedY: 0,
*         moveFrameRate: 0,
*             moveLoopX: 0,
*             moveLoopY: 0,
*               opacity: 0}
*
* This text box will be turned into a Javascript Object so only the values
* should be changed according to the instructions bellow. If you ever mess
* it up, just copy paste the above object in the sprite parameter.
*
* Each properties will now be explained:
*
*         animation: This must be set to true for any of the following
*                    properties to have any effects.
*
*              loop: When set to true, the sprite animation will loop
*                    through its frames.
*
*        frameWidth: This set the pixels width of the frames for the
*                    Gif-Like animated sprite.
*
*       frameHeight: This set the pixels height of the frames for the
*                    Gif-Like animated sprite.
*
*       frameNumber: This set how may frames are constituting the
*                    animation.
*
*         frameRate: This set the frame rate at wich the sprite frames
*                    will update.
*
*           moveToX: The sprite will move toward this horizontal pixels
*                    coordinate relatively to his starting position set
*                    in the sprite parameter.
*
*           moveToY: The sprite will move toward this vertical pixels
*                    coordinate relatively to his starting position set
*                    in the sprite parameter.
*
*        moveSpeedX: This set the number of pixels per frames the sprite
*                    will move in the horizontal plane.
*
*        moveSpeedY: This set the number of pixels per frames the sprite
*                    will move in the vertical plane.
*
*     moveFrameRate: This set the number of game frames at wich the moves
*                    updates. Tune it with moveSpeedX and moveSpeedY to
*                    balance speed and fluidity to your liking.
*
*         moveLoopX: Set it to true if you want the move to loop horizontaly.
*
*         moveLoopY: Set it to true if you want the move to loop verticaly.
*
*           opacity: This is not the actual opacity of the sprite. If you
*                    set it to any number above zero, the sprite will not
*                    be visible when the Title Screen opens, its opacity
*                    will gradually increase at a frame rate corresponding
*                    to the number you set. If you set it to 1, the sprite
*                    opacity will increase by 1 each game frame meaning
*                    that it'll take around 4 seconds to reach the full
*                    255 opacity.
*
*
* Exemple
* ======================
* Let's use a Battler Sheet as an exemple. We'll make a moving Battler
* crossing the Title Screen in a loop.
*
* First, copy/paste a Battler sheet in your /img/pictures folder (we'll
* be using the Custom picture for this). In the Plugin parameters, enable
* the Custom Picture, set the image to the Battler Sheet name and set the
* X and Y position of the sprite where you want.
*
* Now we'll make an animated sprite out of it. As you know, each motions
* of a Battle Sheet consist of 3 frames of 64 by 64 pixels. The motion
* we'll use is the first one in the upper left corner as the Plugin is
* made to read images strips. Since we want the Battler to move across
* the Screen, let's set its X coordinate a little bit over the actual
* screen width so it will appear outside the screen to the right.
*
* Now we can set the Custom Picture Object:
*
*          {animation: true,   //obviously
*                loop: true,   //we want the motion to loop
*          frameWidth: 64,     //Battlers are 64x64
*         frameHeight: 64,
*         frameNumber: 3,      //motions are 3 frames
*           frameRate: 12,     //looks ok at this frame rate...
*             moveToX: -128,   //a value bellow 0 so battler will disappear
*             moveToY: 0,      outside the screen to the left before looping
*          moveSpeedX: 1,      //will move one pixel each update
*          moveSpeedY: 0,
*       moveFrameRate: 1,      //will update move each frame
*           moveLoopX: true,   //we want the move to loop
*           moveLoopY: 0,
*             opacity: 0}
*
* Now when the Title Screen will open, the Battler will move from outside
* the Screen to the right, crossing the screen horizontaly at 1 pixel/frame
* while looping its 3 frames motion at 12 frames rate. When it will reach
* the outside of the screen to the left, it will loop back to the outside
* of the screen to the right and keep crossing the screen periodicaly.
*
*
* Note on Default Title and Custom Label
* ======================================
* You can't change their images nor assign them a motion, but you can make
* them move or fade them in. If you want a text sprite to appear from outside
* the screen and move to its place, set the moveLoopX and/or Y properties to
* false. Remember that the moveToX and/or Y properties will be the arrival
* position of the sprite. The initial position must be set in the sprite
* parameter. If you want a sprite to just fade in, only set the 'animation'
* property to true and 'opacity' to something above zero.
*
*
* Note on Title Backgrounds 1 and 2
* =================================
* These 2 sprites are the background images of the Title Screen. They are
* drawn from the /img/titles1 and /img/titles2 folders respectively. You
* can set them in the Database 'System" tab. If you have a custom image or
* image strip to replace one of those, just import it in the corresponding
* folder, set the image in the Database and fill its Animated Sprite
* Object in the Plugin parameter to make it behave as you want.
*
*   -Title Background 1:
*        This is the most backward image of the Title Screen. It is
*        anchored in the middle of the Screen and if you are using
*        YEP_CoreEngine it will be scaled to the size of your screen.
*        Yet, you could animate it if you have a very big strip* or
*        just make it fade in or side-scroll in a parallax-like way.
*
*            *I have test it by copy/paste 3 default background images
*             of 816x624 in a row. This resulted in a strip of 2448px
*             width that I animated in a 3 frames looping gif-like.
*             Worked fine with no lags, but I would rather recommand
*             using the Title Background 1 as a fixed image and use
*             the other sprites to animate things over it.
*
*   -Title Background 2:
*        The default images for this are some kind of 'framing' around
*        the Title Screen. You could make an animated 'framing' if you
*        like, but the particularity of this sprite is that this Plugin
*        allow you yo use it as another Custom picture. It has a special
*        parameter to set its X and Y positions. The image will adjust to
*        these positions settings only when the 'animation' property of
*        the sprite is set to true. Otherwise, the sprite will behave
*        as the Default settings (anchored to the middle of the Screen
*        and scaled to the Screen size).
*
*        This means that we could have use the Title Background 2 instead
*        of the Custom Picture to show the moving Battler in the exemple
*        above. Just import the Battler Sheet in the /img/titles2 folder,
*        set the background image in the Database 'system' tab, set the
*        X and Y coordinates for the initial position of the sprite in
*        the Plugin parameter, and fill the Animated Sprite Object as
*        explained above.
*
*

Most of the time, images are better than words so I made this short video to show this at work.
It is very laggy and poor quality cause my computer just can't handle recording his screen. Even with this old computer I don't experience any lag normally when it's not recording.
(I'm not much of an artist, it is just to show what can be do with the Plugin :p)

The sprites in the video are:
  1. The 'The Northern Frog present' is the Default Game Title
  2. The Main Title from my upcoming game is the Custom Picture
  3. The small 'A game by TSR' is the Custom Label
  4. The moving Battler is the Title Background 2 sprite (usually a framing around the screen)
  5. The animated background is the Title Background 1 sprite (a 3 frames long strip of that well known default rtp background on wich I draw yellow circles to poorly mimic glowing light)

Auto Intro & Skip Scenes:
The Plugin now give the option to trigger your Intro Scene from the Title Screen when no input from the player has occurs after a short period. When this 'Auto Intro' is playing, hitting the 'ok' or 'cancel' button will immediately bring you back to the Title Screen, while watching the 'Auto Intro' till the end will also cast you back to the Title Screen. Then if you select 'New Game', you will see the intro wich can still be skipped by hitting 'cancel'. Doing this will open an option Window give the choice to either skip or resume the scene.

How that work? Refer to the Plugin instructions:
Code:
 * Auto Intro and Skip Scenes:
* =======================================================================
* The Plugin now offer the possibility to trigger your Intro automatically
* when no input from the player on the Title Screen has occured after a
* short period. If the 'Auto Intro Scene' is watched to the end, it will
* goes back to the Title Screen, while pressing 'ok' or 'cancel' at any
* time will immediately bring back to the Title Screen.
*
* Now when the player choose 'New Game', it will obviously lead to that
* same Intro Scene again. This 'true' Intro Scene can still be skipped
* by pressing 'cancel'. If so, a window will pop out giving the choices
* of either resume the Intro Scene or Skip it. Choosing to skip it will
* lead to the point where the player take control and the game actually
* start.
*
* The 'in game' Cut Scenes could also be skip the same way.
*
*
* How that works
* ======================
* This can easily be acheived using 2 Comment Notetags provided by
* this Plugin and correct arrangement of your evented scenes.
*
* The Auto Intro Scene and the Actual Intro Scene that play after
* selecting 'New Game', is the same evented scene. The Plugin will
* know when it is run Automatically from the Title Screen. Let's
* call it 'Auto Intro' mode.
*
* The Intro scene should be made of one or more maps with autorun
* events that leads to the point where the player finally take
* control and start playing. All of this should be managed by a
* single Game Variable.
*
* All event pages of the Intro Scene should have the <scene skip>
* comment Notetag (see bellow), while the last event page of the
* Intro Scene will have the <scene quit> comment Notetag (see bellow).
*
*
* Parameters
* ======================
*
*    -Enable Auto Intro
*       Enable/Disable this feature.
*
*     When this is toggle ON, the game will transfer to the Starting
*     Point (as in a new game) after the delay fix by the next parameter
*     has passed without any input from the player. Hence, you must have
*     set your starting map events accordingly before enabling this
*     (see bellow).
*
*    -Auto Intro Time Out
*       Set the waiting time (in frames) before the Auto Intro is play.
*
*
* Comment Notetags
* ======================
*
* <SCENE SKIP: mapId, playerX, playerY, direction, fadeout, variableId, value>
*
*     Autorun events having this comment Notetags will enable the use of
*     the 'cancel' button to call the Skip Scene window. When 'cancel' is
*     hit while the Autorun event is running, the Autorun will pause and
*     the choice will be given to either resume or skip. Choosing skip
*     will transfer the player according to the data writed in the Notetags.
*     Replace the data by the following:
*
*               mapId: Id of the Map to be transfered to
*             playerX: X position of the player on the transfered map
*             playerY: Y position of the player on the transfered map
*           direction: the facing direction of the player after transfer
*                            (0)keep direction
*                            (2)face down
*                            (4)face left
*                            (6)face right
*                            (8)face up
*             fadeout: the fade out type
*                            (0)black fadeout
*                            (1)white fadeout
*                            (2)no fadeout
*          variableId: Id of the Game Variable used for the Intro Scene
*               value: value of the Game Variable used for the Intro Scene
*                            *set the value to disable the last event
*                             page of the Scene when skipped
*
*
*  <SCENE QUIT>
*
*     Put this Comment Notetag in the last event page of your Intro Scenes
*     sequence so that it automatically transfer to the Title Screen when
*     it is on 'Auto Intro' mode. It also tell the Plugin to turn off the
*     skip scene mode if you have watched the scene till the end when not
*     in 'Auto Intro' mode.
*
*     As soon as the event page having this Comment Notetag is triggered,
*     the game will transfer back to the Title Screen without executing any
*     of the event commands on the page. This means that the page with this
*     Comment Notetag shouldn't have any event commands other than the
*     'Transfer Player' and 'Change Game Variables' that would occurs when
*     not in 'Auto Intro' mode.
*
*
* Exemple
* ======================
* Now this may appear complex at first glance, but it is pretty simple in
* truth. A short exemple might help understanding the basics. If you're
* planning to use this features, I suggest you try to reproduce what is
* described bellow in a new project in order to get a quick catch on how
* it works and to see if it could do what you want for your project.
*
*
* Let say our Intro is made of Map 1 with an Event that has 2 event pages.
*
* The first page require no conditions and is on autorun. The second page
* is triggered by variable 9 >=1 and serve only to disable the first page
* after it has resolved.
*
*         *variable 9 is use for this exemple, use any you like
*
* The first page has some 'Show Text' that doesn't require input from player
* to change, and then it transfer the player to x40, y60 on Map 2 and change
* variable 9 to 1. The Player take control after that.
*
*
* In order to use the Auto Intro and Skip Scene on this very simple Intro
* Scene, we'll need to make some slight changes:
*
* The Map 1 Event will now have 3 pages. The first page (autorun,
* no condition) will show the messages texts and change variable 9 to 1.
*
* The second page (autorun, variable 9 >=1) will Transfer the Player to x40,
* y60 of Map 2 and change variable 9 to 2.
*
* The third page (action button, variable 9 >= 2) serve to disable the event.
*
*
* Now we'll put this Comment Notetag in the first page of Map 1 Event:
*
*     <scene skip: 2, 40, 60, 0, 0, 9, 2>
*
* And we'll put this one in the second page:
*
*     <scene quit>
*
*
* We can now toggle ON the Enable Auto Intro parameter and we'll let the
* waiting time to the default Plugin value of 900 frames (around 15 sec).
*
* With that done, here's what will happen when we'll start the Game:
*
*      -Title Screen appears. If we wait 15 sec, the game will transfer
*       to Map 1. The first page autorun will play, showing text or else.
*       when it's done, variable 9 is changed to 1 and the autorun of the
*       second page will run. But since the second page has the <scene quit>
*       notetag and we're actually 'auto playing' the intro, we'll be sent
*       automatically back to the Title Screen without processing anything
*       else.
*
*      -Now let's wait another 15 sec. Auto Intro start again. The first
*       page has the <scene skip: 2, 40, 60, 0, 0, 9, 2> Notetag, remember?
*       Since we're in the 'Auto Intro', we can press 'ok' or 'cancel' at
*       any time during the first page autorun to bring us back to the
*       Title Screen.
*
*      -Ok, now we can select 'New Game'. Back to Map 1 first event page
*       autorun. This time, the Plugin will only respond to 'cancel' input.
*       If we do so, the Screen will dim and an Option Window will appear
*       with 2 choices:
*                                -Skip Scene?
*                                -Resume...
*
*       Choosing 'Resume...' will go on with the autorun while 'Skip Scene?'
*       will transfer us at Map 2, Xpos: 40, Ypos: 60, last direction, black
*       fadeout and set the Game Variable 9 to 2 as indicated by the Notetag
*       data. We can now start playing.
*
*      -On the other hand, if we choose 'Resume...' and watch the Intro Scene
*       to the end, the variable 9 will be changed to 1. This will trigger
*       the second page of Map 1 event wich is set on autorun. This time,
*       since we aren't in the 'Auto Intro', the <scene quit> Notetag will
*       be ignored. The second page will now process and transfer us to
*       Map 2 while changing the variable 9 to 2. And we can start playing...
*
*
* Skip Scenes?
* ======================
* You probably understood that the <scene skip: , , , , , , > Notetag serve
* to skip an autorun event while it play by pressing the 'cancel' button and
* choose  to transfer the player to the coordinates you put in the Notetag.
* So yes, you could use it to skip regular 'in game' cut scenes too. I said
* 'could' because I didn't test that thoroughly yet. I've made this feature
* mostly for my current project wich is in the testing demo phase so I'll be
* putting this to the test soon enough and come back with updates when needed.
* Of course, I'll be glad to read any comments from anyone whiling to share
* his experience using this feature.
*
* But so far, it seems there's no problems with using it for 'in game' cut
* scenes. No need to toggle ON the Enable Auto Intro parameter to use the
* <scene skip> Comment Notetag. Just put it in any autorun event page you
* want the player being able to skip it and set the transfer coordinates
* in the Notetag according to the situation.
*
*
*

I made a small demo so you could see and test this 'Auto Intro' thing.
You can play it onlive on my itch.io account:

It is short and comic. It show what the Plugin can do
better than
all the extensive explanations above

AutoIntroThumbnail.png

If you didn't got it above here's the link to download the latest 1.4.6 version:

Happy Game Dev!
TSR
 
Last edited:

so1us

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OMG thank you so much for doing this so fast! Won't have time this week to check it out but definitely playing around with it next week. Thanks so much again!
 
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TSR

The Northern Frog
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Hello all! Here's a small update: TSR_Quit.js v1.5.6
  • Add a show FPS meter option for game testing
  • Add some options to customize the 'Now Loading...' sprite.

LoadindSC.png
download:
TSR_Quit.js v1.5.6
 

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The forum stalled for a second and I thought I got banned for using 1 swear word. :kaoswt2:
Today years old when I realized I can track Last Skill ID used as a variable... natively in engine....

*sighs in reconstructing skill system*
Well, another class starts tomorrow. About 2 weeks of teaching them virtually and then they arrive on campus for about 4 weeks of in-person instruction. The next batch of Snorlax Acolytes is hopefully ready to go!
I notice that my examples are so often based on what Fallout and Skyrim did.
Yet none of my games have anything based on anything Fallout or Skyrim did.
Isn't that funny?

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