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> Loading Screen, have a loading screen before you do map transfers!
new
post Dec 30 2011, 01:41 AM
Post #1



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Type: Designer
Alignment: Chaotic Evil




Loading Screen
by new


Introduction
This script allows you to display pictures/parallax/backgrounds size of 544 x 416 when using the map transfer event command

Features
- Easy to use
- variable controlled display
- set wait time completion

Screenshots
n/a


How to Use
- place all images under Graphics/Parallaxes
- place all image filenames in BACKGROUNDS array
- assign loading wait time, default 120
- assign variable, set value to display desired load screen image, supports random.

Demo
n/a

Script
Spoiler:
CODE
# RGSS2 Load Screen
# author: new

module NEW
  module LOAD_SCREEN
    # image must be placed in Graphics/Parallaxes folder
    # background[0] will not be used leave blank
    # place image names in this array
    BACKGROUNDS = [
    "","tips_01","tips_02","tips_03","tips_04","tips_05","tips_06","tips_07",
    ]
    # wait frames
    LS_TIME = 120
    # variable ID used
    # set variable ID value to 0 to disable image display
    LS_VAR = 220
  end
end  
    
# DO NOT MODIFY BEYOND THIS LINE

class Scene_Map
  #--------------------------------------------------------------------------
  # * Player Transfer  Processing
  #--------------------------------------------------------------------------
  def update_transfer_player
    return unless $game_player.transfer?
    fade = (Graphics.brightness > 0)
    create_load_screen if use_loadscreen?
    fadeout(30) if fade
    @spriteset.dispose              # Dispose of sprite set
    $game_player.perform_transfer   # Execute player transfer
    dispose_load_screen if use_loadscreen?
    $game_map.autoplay              # Automatically switch BGM and BGS
    $game_map.update
    Graphics.wait(15)
    @spriteset = Spriteset_Map.new  # Recreate sprite set
    fadein(30) if fade
    Input.update
  end

  def create_load_screen
    RPG::BGM.stop
    RPG::BGS.stop    
    RPG::ME.stop    
    RPG::SE.stop        
    n = $game_variables[NEW::LOAD_SCREEN::LS_VAR]
    @loadscreen_sprite = Sprite.new
    @loadscreen_sprite.bitmap = Cache.parallax(NEW::LOAD_SCREEN::BACKGROUNDS[n])
    @loadscreen_sprite.z = 999    
    Graphics.wait(NEW::LOAD_SCREEN::LS_TIME)
  end  
  
  def dispose_load_screen
    @loadscreen_sprite.dispose
  end
  
  def use_loadscreen?
    return true if $game_variables[NEW::LOAD_SCREEN::LS_VAR] != 0
  end  
end



FAQ
Q: How to display blank screen?
A: set the value of the variable ID[LS_VAR] = 0 before the map transfer event command

Q: How to display random load screens?
A: set random value to the variable ID[LS_VAR] in the control variables event command

Credit and Thanks
- new

Author's Notes
Have fun!


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Sonic6676GamingP...
post Dec 30 2011, 01:58 PM
Post #2


The Legendary Pikachu That Can Destroy You All.
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Yay, now i can annoy people in my projects with all the loading screens!

Or make it look more professional biggrin.gif biggrin.gif biggrin.gif.


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Niclas
post Dec 30 2011, 02:03 PM
Post #3


Whats this?
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Hehe sweet smile.gif


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new
post Dec 30 2011, 02:38 PM
Post #4



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@sonic: this was inspired from zenonia series and ragnarok online smile.gif its either flash some tips or show some artwork for eye candy :3 i placed a control as not that a load screen always appears..


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Katlynnia
post Dec 31 2011, 03:25 AM
Post #5



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Interesting, though I'm confused. So this script runs when there is a load time or when you feel like placing on between map transfers?


--------------------
"We end up looking for people who impacted our lives very deeply,
only to discover that they were never meant to play more then
a small time in our lives.” ~ Katlynnia
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new
post Dec 31 2011, 03:43 AM
Post #6



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Type: Designer
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@katlynnia: nope.. load time means the amount of frames you want the image to be displayed before it is removed and the map transfer is complete.. 120 means the image is displayed for 2 sec.. try it, hope you find it useful.


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xVengeancez
post Jan 1 2012, 11:54 AM
Post #7



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OMG ! THANK YOU 0.o i think u have some kinda mind reading ability , cus i was just gonna post this request !!
i have a question , can i add a small animation on the picture ? like a rotating circle or something ? biggrin.gif


--------------------
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Iam Happy to Announce ...
My Game Progress
Database ---------- 57%
Story ---------- 2%
Game Features ---------- 32%
Mapping ---------- 7%
Total Progress ---------- 26.4%
-------------------------------------------------------------------------------------------
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The JJ
post Jan 1 2012, 11:58 AM
Post #8


TGOD
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Nice, I may try this. Well done and thanks jolly.gif


--------------------



If anyone can sprite, draw RTP portraits and make HUD's then I will pay if someone would help me with some editing, Name the price and just PM me.
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new
post Jan 1 2012, 12:42 PM
Post #9



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@xvengeancez: sorry but an animated loading screen is not supported. though you could ask someone else to add it for you.


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xVengeancez
post Jan 1 2012, 03:04 PM
Post #10



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well , it looks great anyway ;D thanks !


--------------------
-----------------------------------------------------------------------------------------
Iam Happy to Announce ...
My Game Progress
Database ---------- 57%
Story ---------- 2%
Game Features ---------- 32%
Mapping ---------- 7%
Total Progress ---------- 26.4%
-------------------------------------------------------------------------------------------
I Proudly Support , The Greatest Game Project :

-------------------------------------------------------------------------------------------
This Game is so Badass ! U MUST SEE IT :-

-------------------------------------------------------------------------------------------
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Zetu
post Jan 1 2012, 05:00 PM
Post #11


Has broken out of Staby Rehab!
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As a recommendation, use draw_text for the tips. It would save both time making imgs and data. It be ridiculous to have 20+ images of the same thing, just different text. Here's my version of that... (Also, I have it so that setting to -1 will display a random tip.)

Spoiler:
CODE
# RGSS2 Load Screen
# author: new
# edit: Zetu

module NEW
  module LOAD_SCREEN
    # image must be placed in Graphics/Parallaxes folder
    # background[0] will not be used leave blank
    # place image names in this array
      BACKGROUNDIMG = "TipIMG"
    TIPS = [
      "", "tips_01","tips_02","tips_03","tips_04","tips_05","tips_06","tips_07",
    ]
    # wait frames
    LS_TIME = 120
    # variable ID used
    # set variable ID value to 0 to disable image display
      # set variable ID value to -1 to display a random tip
    LS_VAR = 220
      # Set this to the Y coordanate you wish for the text to appear
      Y = 344
  end
end  
    
# DO NOT MODIFY BEYOND THIS LINE

class Scene_Map
  
  def update_transfer_player
    return unless $game_player.transfer?
    fade = (Graphics.brightness > 0)
    create_load_screen if use_loadscreen?
    fadeout(30) if fade
    @spriteset.dispose              # Dispose of sprite set
    $game_player.perform_transfer   # Execute player transfer
    dispose_load_screen if use_loadscreen?
    $game_map.autoplay              # Automatically switch BGM and BGS
    $game_map.update
    Graphics.wait(15)
    @spriteset = Spriteset_Map.new  # Recreate sprite set
    fadein(30) if fade
    Input.update
  end

  def create_load_screen
    RPG::BGM.stop
    RPG::BGS.stop    
    RPG::ME.stop    
    RPG::SE.stop        
    n = $game_variables[NEW::LOAD_SCREEN::LS_VAR]
    @loadscreen_sprite = Sprite.new
    n = rand(NEW::LOAD_SCREEN::LS_VAR.size-1)+1 if n==-1
    unless n==0
      @loadscreen_sprite.bitmap = Cache.parallax(NEW::LOAD_SCREEN::BACKGROUNDIMG)
      @loadscreen_sprite.bitmap.draw_text(0, NEW::LOAD_SCREEN::Y,
        Graphics.width, 24, NEW::LOAD_SCREEN::TIPS[n], 1)
    end
    @loadscreen_sprite.z = 999    
    Graphics.wait(NEW::LOAD_SCREEN::LS_TIME)
  end  
  
  def dispose_load_screen
    @loadscreen_sprite.dispose unless @loadscreen_sprite.nil?
  end
  
  def use_loadscreen?
    return true if $game_variables[NEW::LOAD_SCREEN::LS_VAR] != 0
  end  
end


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zitser of darkne...
post Jan 1 2012, 10:39 PM
Post #12


Godlike Overlord of all HUD and Scriptlets of Divine +12
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you know dood i can make this awesome script even better by making an actual loading bar... when im done i will let you have the revised version i made... of course credit for both of us...


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new
post Jan 1 2012, 10:45 PM
Post #13



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@zetu: nice, it adds diversity.. i just prefer images since you can actually use different fonts and easier to set locations.
@zitser: ohh that's nice! a loading bar! but that'll require some custom graphics.. oh, add it on a boolean too as an extra option to use the feature. i think people would also want a number rolling from 0 to 100% haha.


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zitser of darkne...
post Jan 1 2012, 10:54 PM
Post #14


Godlike Overlord of all HUD and Scriptlets of Divine +12
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Type: Coder
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fascinating..... everyone loved a tedious and ridiculusly long and mocking loading bar mwuhahahahahahaha.... as for 0 ~ 100% thing i will implement it a few moment.. im still coding the loading bar... and i wont use custom images i will use gradient powered bar used during battle...


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new
post Jan 2 2012, 04:04 AM
Post #15



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oh, right the draw_gauge.. i had KGC_GenericGauge in mind that's why i said custom image.. the number display.. it's just getting the 1% of the loading time, then adding it by n amount till it reaches 100%. by default i had 120 frames.. therefore 1% is added every 1.2 frames..


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zitser of darkne...
post Jan 3 2012, 08:42 AM
Post #16


Godlike Overlord of all HUD and Scriptlets of Divine +12
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Type: Coder
Alignment: Chaotic Good




Okay i can now make a bar above the loading screen... what i cant do now is control the bar's inside.... is it possible to locate the variable of time passed waiting... i mean the bar isnt moving due to that...

This post has been edited by zitser of darkness: Jan 3 2012, 10:05 AM


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new
post Jan 3 2012, 02:14 PM
Post #17



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the variable inside the script is LS_TIME.. hmm i think you could really just assign another variable inside the script. its NEW::LOAD_SCREEN::LS_TIME


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zitser of darkne...
post Jan 3 2012, 03:03 PM
Post #18


Godlike Overlord of all HUD and Scriptlets of Divine +12
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Type: Coder
Alignment: Chaotic Good




thats not what i meant.. i mean the counter of which measure how much time had passed since its idle.. your saying the variable that designates how many frame must pass before resuming.. what i mean is the other way around... to put it simple.... compare it to hp and maxhp.... LS_TIME is the maxhp.... what i want to get is the hp....


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new
post Jan 3 2012, 09:57 PM
Post #19



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oh. you could make another one smile.gif counter = LS_TIME/100.

This post has been edited by new: Jan 3 2012, 09:59 PM


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BurstingSoul
post Jan 8 2012, 02:15 AM
Post #20



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I'm having problems getting it to work... :/


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The game I'm working on.
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