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> New title screen choice, Customize the Title Screen (script)
Maoam
post Feb 9 2012, 09:29 PM
Post #1



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Type: Artist




Hi there!

I have a problem with two scripts.
One of them is to gain achievements. The other shows new choices with pictures on the title screen.

When I only use the achievement script, the title screen looks like that:


When I use both scripts, it looks like that:



So, you see that the achievement choice is gone! And that's logical, because there is missing something in the script!
My request is really not hard:
I want to add the achievement choice to the title screen, while I use the "Customize the Title Screen" script.

There should be something in this form:
CODE
  # New Game:
  IMG_NEWGAME = ["Start","Start2"]
  IMG_NEWGAME_X = 160   # Horizontal position
  IMG_NEWGAME_Y = 150   # Vertical position
  # Continue:
  IMG_CONTINUE = ["Continue","Continue2"]
  IMG_CONTINUE_X = 160   # Horizontal position
  IMG_CONTINUE_Y = 230   # Vertical position
  #Achievements:
  IMG_ACHIEVEMENT = ["Achievement","Achievement2"]
  IMG_ACHIEVEMENT_X = 160   # Horizontal position
  IMG_ACHIEVEMENT_Y = 150   # Vertical position
  # Shutdown:
  IMG_SHUTDOWN = ["Quit","Quit2"]
  IMG_SHUTDOWN_X = 160   # Horizontal position
  IMG_SHUTDOWN_Y = 310   # Vertical position


But I don't know how to change the rest...


Here's a project, where you can find everything:

DEMO

I would be very thankful if someone, somewhere on the world could help me!


This post has been edited by Maoam: Apr 25 2012, 05:57 PM
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Maoam
post Feb 14 2012, 12:44 PM
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Can someone tell me how to do it? Or is a demo inevitable?

This post has been edited by Maoam: Feb 14 2012, 12:44 PM
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Minoan Royal
post Feb 17 2012, 09:18 PM
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well, from the looks of it i cant help you when it comes to these other scripts. I could most likely help with it in terms of the default. a demo would be required to help with the visual scripting.

you can change the items in the menu by changing the corresponding hash in Scene_Title. Then, add the new option's path later in that script. You would also need to add the vocab in that class.

for these other scripts... I'll need a demo in order to see what they do to the menu.


--------------------
See everything I'm up to in my web page.

Current project(s):
Lost in the Dark(working title): ±2% complete (resource editing)
Blacklight Menu System: -5% (planning stages)
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Maoam
post Feb 26 2012, 07:37 PM
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Here's the link: http://www.filedropper.com/title_2

If you cut out the script "Title Pic", you can see the "achievement"-script.
I only want that the "achievement"-picture in graphics/system appears, like the other pics.

This post has been edited by Maoam: Feb 26 2012, 09:45 PM
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Maoam
post Mar 3 2012, 08:15 PM
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I don't know whether Minoan Royal is working on it, but if someone could have a look at it, it would be great!
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Maoam
post Mar 8 2012, 03:21 PM
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Errr, no one?

This post has been edited by Maoam: Mar 8 2012, 03:22 PM
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Maoam
post Mar 12 2012, 08:10 AM
Post #7



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I have tried to do it myself, but I really don't know which command I have to put in line 192 and what should I change in line 201-216? Help please... dry.gif

It works with the demo, so you can replace it with the old one.

Spoiler:
CODE
#==============================================================================
# ++ Customize the Title Screen [VX] ver. 1.00 ++
#  Script by Para Dog
#  Translated by RTAgent5
#  http://2d6.parasite.jp/
#------------------------------------------------------------------------------
# Use a picture on the menu to change the appearance on the window.
#==============================================================================

module PARA_TITLE_CUSTOM
  
  # Use images for the menu command ( true / false )
  IMG_MENU = true

#↓---Commands used to set the menu---

  # Menu image filename ( Graphics/System )
  #( Pictures required - When the command is not selected, and a pic of when the command is selected ] )

  # New Game:
  IMG_NEWGAME = ["Neues Abenteuer","Neues AbenteuerA"]
  IMG_NEWGAME_X = 160   # Horizontal position
  IMG_NEWGAME_Y = 200   # Vertical position
  # Continue:
  IMG_CONTINUE = ["Abenteuer fortsetzen","Abenteuer fortsetzenA"]
  IMG_CONTINUE_X = 200   # Horizontal position
  IMG_CONTINUE_Y = 230   # Vertical position
  # Achievements
  IMG_ACHIEVEMENT = ["Achievements","Achievements2"]
  IMG_ACHIEVEMENT_X = 240   # Horizontal position
  IMG_ACHIEVEMENT_Y = 260   # Vertical position
  # Shutdown:
  IMG_SHUTDOWN = ["Beenden","BeendenA"]
  IMG_SHUTDOWN_X = 280   # Horizontal position
  IMG_SHUTDOWN_Y = 290   # Vertical position

  
  # Continue Disabled ( 0:Semi-transparent / 1:Specify image )
  LOAD_DISABLED_TYPE = 1
  
  # Images of the disabled continue:
  IMG_CONTINUE_DISABLED = ["Abenteuer fortsetzen","Abenteuer fortsetzenB"]
  
  # How to synthetic image: ( 0:Usually / 1:Plus  / 2:Subtraction )
  BLEND_TYPE = 0

#↓---Images not used for the command menu---
  
  # Hide panel ( true / false )
  WINDOW_TRANS = false
  # Window Transparency
  WINDOW_OPACITY = 160

  # Window size:
  WINDOW_WIDTH = 172
  # Location of the window ( 0:Specify coordinate / 1:Left / 2:Middle / 3:Right )
  WINDOW_ALIGN = 2
  # "Coordinates designated" position next to the window:
  WINDOW_POS_X = 0
  # The vertical position of the window ( 0:Specify coordinate / 1:Left  / 2:Middle / 3:Right )
  WINDOW_VALIGN = 0
  # "Coordinates specified" window of time ordinate
  WINDOW_POS_Y = 288

end

# ↑ 設定項目ここまで
#------------------------------------------------------------------------------

#==============================================================================
# ■ Scene_Title
#==============================================================================

class Scene_Title < Scene_Base
  #--------------------------------------------------------------------------
  # ● Create a command window
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::new_game
    s2 = Vocab::continue
    s3 = MK3::Erfolge::ERFOLGE_NAME
    s4 = Vocab::shutdown
    w = PARA_TITLE_CUSTOM::WINDOW_WIDTH
    @command_window = Window_Command.new(w, [s1, s2, s3, s4])
    @command_window.x = (544 - @command_window.width) / 2
    @command_window.y = 288
    if @continue_enabled                    # If a valid continue
      @command_window.index = 1             # Set the cursor
    else                                    # If you disable
      @command_window.draw_item(1, false)   # Command to display the menu semi-transparent
    end
    @command_window.openness = 0
    # Use image for command window
    if PARA_TITLE_CUSTOM::IMG_MENU
      # Hide command window
      @command_window.opacity = 0
      @command_window.contents_opacity = 0
      create_img_command_window
    else
      change_window_visual
    end
    @command_window.open
  end
  #--------------------------------------------------------------------------
  # ● Set the command window appearance
  #--------------------------------------------------------------------------
  def change_window_visual
    # ウィンドウの透明度
    if PARA_TITLE_CUSTOM::WINDOW_TRANS
      @command_window.opacity = 0
    else
      @command_window.back_opacity = PARA_TITLE_CUSTOM::WINDOW_OPACITY
    end
    # ウィンドウの位置を指定
    case PARA_TITLE_CUSTOM::WINDOW_ALIGN
      when 0
        @command_window.x = PARA_TITLE_CUSTOM::WINDOW_POS_X
      when 1
        @command_window.x = 0
      when 2
        @command_window.x = ( 544 - @command_window.width ) / 2
      when 3
        @command_window.x = 544 - @command_window.width
    end
    case PARA_TITLE_CUSTOM::WINDOW_VALIGN
      when 0
        @command_window.y = PARA_TITLE_CUSTOM::WINDOW_POS_Y
      when 1
        @command_window.y = 0
      when 2
        @command_window.y = ( 416 - @command_window.height ) / 2
      when 3
        @command_window.y = 416 - @command_window.height
    end
  end
  #--------------------------------------------------------------------------
  # ○ Creating images of the command window
  #--------------------------------------------------------------------------
  def create_img_command_window
    # Sprite Generation
    sprite1 = Sprite.new
    sprite1.x = PARA_TITLE_CUSTOM::IMG_NEWGAME_X
    sprite1.y = PARA_TITLE_CUSTOM::IMG_NEWGAME_Y
    sprite1.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
    sprite2 = Sprite.new
    sprite2.x = PARA_TITLE_CUSTOM::IMG_CONTINUE_X
    sprite2.y = PARA_TITLE_CUSTOM::IMG_CONTINUE_Y
    sprite2.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
    sprite3 = Sprite.new
    sprite3.x = PARA_TITLE_CUSTOM::IMG_ACHIEVEMENT_X
    sprite3.y = PARA_TITLE_CUSTOM::IMG_ACHIEVEMENT_Y
    sprite3.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
    sprite4 = Sprite.new
    sprite4.x = PARA_TITLE_CUSTOM::IMG_SHUTDOWN_X
    sprite4.y = PARA_TITLE_CUSTOM::IMG_SHUTDOWN_Y
    sprite4.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
    # In the management SUPURAITOSETTO
    @command_sprites = [sprite1, sprite2, sprite3, sprite4]
    # BITTOMAPPUFAIRU managed by an array of names
    @command_bitmaps = [PARA_TITLE_CUSTOM::IMG_NEWGAME, PARA_TITLE_CUSTOM::IMG_CONTINUE,PARA_TITLE_CUSTOM::IMG_ACHIEVEMENT, PARA_TITLE_CUSTOM::IMG_SHUTDOWN]
    if @continue_enabled                    # If a valid continue
      select_img_item(1)                    # Set the cursor
    else                                    # If you disable
      case PARA_TITLE_CUSTOM::LOAD_DISABLED_TYPE
        when 0  # Translucent continue Disabled
          @command_sprites[1].opacity = 160
        when 1  # When continue is disabled
          @command_bitmaps[1] = PARA_TITLE_CUSTOM::IMG_CONTINUE_DISABLED
      end
      select_img_item(0)                    # Set the cursor
    end
  end
  #--------------------------------------------------------------------------
  # ● Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    @command_window.update
    if PARA_TITLE_CUSTOM::IMG_MENU
      if Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN)
        # Image change
        select_img_item(@command_window.index)
      end
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0    # New Game
        command_new_game
      when 1    # Continue
        command_continue
      when 2    # Achievements
        
      when 3    # Shut down
        command_shutdown
      end
    end
  end
  #--------------------------------------------------------------------------
  # ○ When switching the image menu selections
  #--------------------------------------------------------------------------
  def select_img_item(index)
    case index
      when 0
        @command_sprites[0].bitmap = Cache.system(@command_bitmaps[0][1])
        @command_sprites[1].bitmap = Cache.system(@command_bitmaps[1][0])
        @command_sprites[2].bitmap = Cache.system(@command_bitmaps[2][0])
      when 1
        @command_sprites[0].bitmap = Cache.system(@command_bitmaps[0][0])
        @command_sprites[1].bitmap = Cache.system(@command_bitmaps[1][1])
        @command_sprites[2].bitmap = Cache.system(@command_bitmaps[2][0])
      when 2
        @command_sprites[0].bitmap = Cache.system(@command_bitmaps[0][0])
        @command_sprites[1].bitmap = Cache.system(@command_bitmaps[1][0])
        @command_sprites[2].bitmap = Cache.system(@command_bitmaps[2][1])
    end
  end
  #--------------------------------------------------------------------------
  # ● The release of the command window
  #--------------------------------------------------------------------------
  def dispose_command_window
    @command_window.dispose
    if @command_sprites != nil
      @command_sprites[0].dispose
      @command_sprites[1].dispose
      @command_sprites[2].dispose
      @command_sprites[3].dispose
    end
  end
  #--------------------------------------------------------------------------
  # ● Open a command window
  #--------------------------------------------------------------------------
  def open_command_window
    # Hidden behind the window when you see the moment
    if PARA_TITLE_CUSTOM::WINDOW_TRANS
      @command_window.openness = 255
    end
    @command_window.open
    begin
      @command_window.update
      Graphics.update
    end until @command_window.openness == 255
  end
  #--------------------------------------------------------------------------
  # ● Close the command window
  #--------------------------------------------------------------------------
  def close_command_window
    # Hidden behind the window closed when not to
    if not(PARA_TITLE_CUSTOM::WINDOW_TRANS)
      @command_window.close
      begin
        @command_window.update
        Graphics.update
      end until @command_window.openness == 0
    end
  end
end
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Necromus
post Mar 12 2012, 09:33 AM
Post #8


is it morning already ._.
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U can simply add the normal title screen to do that, u dont really need a script for that.
If that is all u want to add then i can do that for you, if you really want a script to be able to add more commands without editing the normal title screen, then we have to figure something out smile.gif
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Maoam
post Mar 13 2012, 06:35 PM
Post #9



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Type: Artist




QUOTE (Necromus @ Mar 12 2012, 10:33 AM) *
U can simply add the normal title screen to do that, u dont really need a script for that.
If that is all u want to add then i can do that for you, if you really want a script to be able to add more commands without editing the normal title screen, then we have to figure something out smile.gif

No, all commands are already on the title screen. The problem is, I don't know how to edit the "Achievement" command in that script, so I can add a picture to it.
I would say that script is quite good and I want to use it. It works with all the other scripts.

If your method is based on normal pictures, I can't use it, because I have already 20 pictures on the title screen. dry.gif

I only want to have the option in that script to add a picture for "Achievements". wink.gif
I have tried to do it, but I don't know how to get through it, like I have posted above your answer.


This post has been edited by Maoam: Mar 13 2012, 06:37 PM
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Necromus
post Mar 13 2012, 07:08 PM
Post #10


is it morning already ._.
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Well then im afraid i don't quite get what u mean.
Your first post indicates that u want it look like that:

New Game
Continue
Achievements
Shutdown

and when u chose Achievements, it needs to call the script.

So your saying that already works?
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Maoam
post Mar 14 2012, 07:51 AM
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Type: Artist




QUOTE (Necromus @ Mar 13 2012, 08:08 PM) *
Well then im afraid i don't quite get what u mean.
Your first post indicates that u want it look like that:

New Game
Continue
Achievements
Shutdown

and when u chose Achievements, it needs to call the script.

So your saying that already works?


Ok, sorry, maybe it's all a little messy.

Do you have the demo?
Without the title screen script:
Well, in my title screen there should be 4 possible coices without the "customize your title screen" script: New Game, Continue, Achievements and Quit.

With the title screen script:
When you add that script you will only see 3 possible choices: New Game, Continue and Quit.

I want now that I can see the Achievement choice, too! So you have to see the picture (which you can edit in that script) and if you choose the Achievement choice, you have to be on the Achievement screen.

Everything works fine when you don't use the title screen script.
But if you add this script, the Achievement choice diappears, because it wasn't added in the script.

Try to download the demo, maybe it's more clear if you see it wink.gif .

My goal is:
I want to use the title screen script and want to see the Achievement choice on the title screen with pictures. But I don't know what I have to change in that script. biggrin.gif

This post has been edited by Maoam: Mar 14 2012, 07:52 AM
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Necromus
post Mar 14 2012, 10:22 AM
Post #12


is it morning already ._.
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Do u need the pictures of that title screen script?
U can simply add the "Achievement" option to the standart title menu.
If u really want that other script doing the title for you, then imma check that when i'm back home.
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Maoam
post Mar 14 2012, 11:35 AM
Post #13



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Type: Artist




QUOTE (Necromus @ Mar 14 2012, 11:22 AM) *
Do u need the pictures of that title screen script?
U can simply add the "Achievement" option to the standart title menu.
If u really want that other script doing the title for you, then imma check that when i'm back home.


I don't know whether the "normal" way would be good, because I already use 20 pictures in the title screen and all of them are moving so I can't reduce them. So I need these pictures in the script.
It would be great if you have a look at that script at first! wink.gif
If you don't have a solution how to edit the script when you are back home, we can try your method wink.gif .
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Necromus
post Mar 14 2012, 12:44 PM
Post #14


is it morning already ._.
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Uhm is the normal menu (new game, load etc.) still there or are those already done with pictures?
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Maoam
post Mar 14 2012, 01:32 PM
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They all have a provisional picture in the demo, so there should be no problem, if you mean this wink.gif .
But if you delete the title script, there will be no pictures and it looks like this: New Game, Continue, Achievements, Quit.

This post has been edited by Maoam: Mar 14 2012, 01:34 PM
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Maoam
post Mar 17 2012, 07:36 AM
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Hey, when are you back home? tongue.gif
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Necromus
post Mar 17 2012, 02:36 PM
Post #17


is it morning already ._.
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Sorry, was busy with other stuff lol

Can u upload, or provide a link, to the pictures used in the title screen script?
I wan't to see how that actually looks like.
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Maoam
post Mar 17 2012, 09:57 PM
Post #18



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You can simply use my demo, but ok biggrin.gif :


This post has been edited by Maoam: Mar 17 2012, 09:58 PM
Attached File(s)
Attached File  Quit2.png ( 2.01K ) Number of downloads: 1
Attached File  Continue.png ( 2.64K ) Number of downloads: 0
Attached File  Achievements2.png ( 2.9K ) Number of downloads: 0
Attached File  Quit.png ( 1.73K ) Number of downloads: 1
Attached File  Continue2.png ( 2.76K ) Number of downloads: 0
Attached File  Achievements.png ( 2.83K ) Number of downloads: 0
Attached File  Start.png ( 2.09K ) Number of downloads: 0
Attached File  Start2.png ( 2.37K ) Number of downloads: 0
 
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Maoam
post Mar 19 2012, 08:03 PM
Post #19



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I don't want to rush anyone, but I'm from 03.23. till ~04.07. not reachable! wink.gif
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Maoam
post Apr 3 2012, 05:24 AM
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I'm back!

But no answer? dry.gif
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