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> New title screen choice, Customize the Title Screen (script)
Maoam
post Apr 10 2012, 05:45 AM
Post #21



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It's silent, ... too silent ...
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Maoam
post Apr 15 2012, 12:28 PM
Post #22



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It's a shame that I don't receive anymore answers... sad.gif
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ShinGamix
post Apr 15 2012, 02:26 PM
Post #23


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Well I tried to read this topic and I still dont have any idea what you are really asking for?
So you want to just add another option to new game, continue, or end? That is my best guess and there is a script out for that around...somewhere.


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The Maker of Battle Dungeons!!


 

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Maoam
post Apr 15 2012, 06:15 PM
Post #24



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The short version of my problem:

I want to add the choice "Achievements" with use of the script in my first post ( Customize the Title Screen ).
Try to download the demo.
If you cut out the Title Screen Script, you should see the Achievements Choice.
If you put that script back to his place, you will see that the Achievements Choice is gone.

This post has been edited by Maoam: Apr 15 2012, 06:21 PM
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Maoam
post Apr 23 2012, 05:56 AM
Post #25



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Does really noone understand my problem? xD dry.gif
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Maoam
post Apr 25 2012, 05:58 PM
Post #26



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I have changed the first post.
Maybe someone knows what to do! smile.gif
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HungrySnake
post Jun 15 2012, 06:42 PM
Post #27



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You could PM me, sice I also integrated the other Menu Option >.< It didn't took so long, there you go:

Spoiler:
CODE
#==============================================================================
#€€‹‹€€Customize the Title Screen [VX]€€ver. 1.00€€‹‹
#€€€€Script by Para Dog
#  Translated by RTAgent5
#  Achievement option: HungrySnake
#€€€€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 ˆ true / false ‰
  IMG_MENU = true

#†“---Commands used to set the menu---

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

  # New Game:
  IMG_NEWGAME = ["Start","Start2"]
  IMG_NEWGAME_X = 160   # Horizontal position
  IMG_NEWGAME_Y = 70   # Vertical position
  # Achievements
  IMG_ACHIEVEMENT = ["Achievements","Achievements2"]
  IMG_ACHIEVEMENT_X = 160
  IMG_ACHIEVEMENT_Y = 150
  ACHIEVEMENT_TEXT = "Achievements"
  # Continue:
  IMG_CONTINUE = ["Continue","Continue2"]
  IMG_CONTINUE_X = 160   # Horizontal position
  IMG_CONTINUE_Y = 230   # Vertical position
  # Shutdown:
  IMG_SHUTDOWN = ["Quit","Quit2"]
  IMG_SHUTDOWN_X = 160   # Horizontal position
  IMG_SHUTDOWN_Y = 310   # Vertical position
  
  # Continue Disabled ˆ 0:Semi-transparent / 1:Specify image ‰
  LOAD_DISABLED_TYPE = 1
  
  # Images of the disabled continue:
  IMG_CONTINUE_DISABLED = ["Continue","Continue2"]
  
  # How to synthetic image: ˆ 0:Usually / 1:Plus  / 2:Subtraction ‰
  BLEND_TYPE = 0

#†“---Images not used for the command menu---
  
  # Hide panel ˆ true / false ‰
  WINDOW_TRANS = false
  # Window Transparency
  WINDOW_OPACITY = 160

  # Window size:
  WINDOW_WIDTH = 172
  # Location of the window ˆ 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 ˆ 0:Specify coordinate / 1:Left  / 2:Middle / 3:Right ‰
  WINDOW_VALIGN = 0
  # "Coordinates specified" window of time ordinate
  WINDOW_POS_Y = 288

end

# †‘ 設š…›““まで
#------------------------------------------------------------------------------

#==============================================================================
# – Scene_Title
#==============================================================================

class Scene_Title < Scene_Base
  #--------------------------------------------------------------------------
  # — Create a command window
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::new_game
    s2 = PARA_TITLE_CUSTOM::ACHIEVEMENT_TEXT
    s3 = Vocab::continue
    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
    # ‚‚ƒƒ‰‚の€˜Ž度
    if PARA_TITLE_CUSTOM::WINDOW_TRANS
      @command_window.opacity = 0
    else
      @command_window.back_opacity = PARA_TITLE_CUSTOM::WINDOW_OPACITY
    end
    # ‚‚ƒƒ‰‚の位置‚’Œ‡š
    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
    sprite4 = Sprite.new
    sprite4.x = PARA_TITLE_CUSTOM::IMG_ACHIEVEMENT_X
    sprite4.y = PARA_TITLE_CUSTOM::IMG_ACHIEVEMENT_Y
    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_SHUTDOWN_X
    sprite3.y = PARA_TITLE_CUSTOM::IMG_SHUTDOWN_Y
    sprite3.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
    # In the management SUPURAITOSETTO
    @command_sprites = [sprite1, sprite4,sprite2, sprite3]
    # BITTOMAPPUFAIRU managed by an array of names
    @command_bitmaps = [PARA_TITLE_CUSTOM::IMG_NEWGAME, PARA_TITLE_CUSTOM::IMG_ACHIEVEMENT,PARA_TITLE_CUSTOM::IMG_CONTINUE, 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[2].opacity = 160
        when 1  # When continue is disabled
          @command_bitmaps[2] = 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
        $scene = $scene = Scene_Erfolge.new(Scene_Title)
      when 2    # Continue
        command_continue
      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])
        @command_sprites[3].bitmap = Cache.system(@command_bitmaps[3][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])
        @command_sprites[3].bitmap = Cache.system(@command_bitmaps[3][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])
        @command_sprites[3].bitmap = Cache.system(@command_bitmaps[3][0])
      when 3
        @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][0])
        @command_sprites[3].bitmap = Cache.system(@command_bitmaps[3][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


This post has been edited by HungrySnake: Jun 15 2012, 06:42 PM


--------------------
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Maoam
post Jul 9 2012, 10:09 PM
Post #28



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Type: Artist




Thanks! biggrin.gif It works great. There is only one thing. When I click on "Achievements" and leave that menu, the image is "Achievements2" and not "Achievements" and that's wrong. wink.gif
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HungrySnake
post Jul 10 2012, 11:20 AM
Post #29



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Type: Coder
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Allright, so at first I taught I fixed it, but your title script gave a bug, so I decided to make my own version of the Title Pictures Menu. I've already integrated everything for you so you don't have to customize anything further. The configuration is in fact the same as the original one, but I deleted not needed customize options etc. I also edited a part in
the achievements script. Here you go:

New Title Menu Pictures by HungrySnake

Edited Achievement Script


--------------------
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Maoam
post Jul 10 2012, 01:04 PM
Post #30



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Type: Artist




Okay, I know why. This script caused so much errors till now and this problem too.
Spoiler:
CODE
module Title_Map
  MAP_ID = 1 # Map_ID for background
  X = 5 # initial x-coordinate of player
  Y = 5 # initial y-coordinate of player
  GAME_X = 30 # x-coordinate for picture on screen
  GAME_Y = 100 # y-coordinate for picture on screen
  #WINDOW_WIDTH = 160 # width of window for difficulty
end
include Title_Map
class Scene_Title
  alias cmd_new_game command_new_game unless $@
  alias start_map_background start unless $@
  def start
    start_map_background
    @com = []
    create_game_objects
    $game_map.setup(MAP_ID)
    $game_player.moveto(X,Y)
    $game_player.refresh
    $game_map.update
    @spriteset = Spriteset_Map.new
    create_title_graphic
  end
  def read_data(file)
    characters           = Marshal.load(file)
    Graphics.frame_count = Marshal.load(file)
    @last_bgm            = Marshal.load(file)
    @last_bgs            = Marshal.load(file)
    $game_system         = Marshal.load(file)
    $game_message        = Marshal.load(file)
    $game_switches       = Marshal.load(file)
    $game_variables      = Marshal.load(file)
    $game_self_switches  = Marshal.load(file)
    $game_actors         = Marshal.load(file)
    $game_party          = Marshal.load(file)
    $game_troop          = Marshal.load(file)
    $game_map            = Marshal.load(file)
    $game_player         = Marshal.load(file)
  end
  alias create_title_graphic_map_background create_title_graphic unless $@
  def create_title_graphic
    create_title_graphic_map_background
    @sprite.x = GAME_X
    @sprite.y = GAME_Y
  end
  alias update_map_background update unless $@
  def update
    if @command_window.active
      update_map_background
    $game_map.update
    @spriteset.update
  end
  alias terminate_map_background terminate unless $@
  def terminate
    @spriteset.dispose
    @terminate_map_background
    dispose_title_graphic
  end
end
end


And there is missing a dispose, because if you start a new game you will still see the pictures.
Sorry, it was obvious that it is this script.
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Maoam
post Jul 11 2012, 02:14 PM
Post #31



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Okay, I have changed the script:
Spoiler:

CODE
module Title_Map
  MAP_ID = 3 # Map_ID for background
  X = 5 # initial x-coordinate of player
  Y = 5 # initial y-coordinate of player
  GAME_X = 30 # x-coordinate for picture on screen
  GAME_Y = 100 # y-coordinate for picture on screen
end
include Title_Map
class Scene_Title
  alias cmd_new_game command_new_game unless $@
  alias start_map_background start unless $@
  def start
    start_map_background
    $game_map.setup(MAP_ID)
    $game_player.moveto(X,Y)
    $game_player.refresh
    $game_map.update
    @spriteset = Spriteset_Map.new
    create_title_graphic
  end
  
  alias create_title_graphic_map_background create_title_graphic unless $@
  def create_title_graphic
    create_title_graphic_map_background
    @sprite.x = GAME_X
    @sprite.y = GAME_Y
  end
  alias update_map_background update unless $@
  def update
    if @command_window.active
      update_map_background
    $game_map.update
    @spriteset.update
    super
      case @command_window.index
      when 0  
        @new_game_sprite.bitmap = Cache.system(IMG_NEWGAME[1])
        reset_sprites(0)
        if Input.trigger?(Input::C)
          command_new_game
        end
      when 1
        @achievement_sprite.bitmap = Cache.system(IMG_ACHIEVEMENT[1])
        reset_sprites(1)
        if Input.trigger?(Input::C)
          $scene = Scene_Erfolge.new(Scene_Title)
        end
      when 2
        if !@continue_enabled
          if LOAD_DISABLED_TYPE == 0
            @continue_sprite.opacity = 180
            @continue_sprite.bitmap = Cache.system(IMG_CONTINUE_DISABLED[1])
          elsif LOAD_DISABLED_TYPE == 1
            @continue_sprite.bitmap = Cache.system(IMG_CONTINUE_DISABLED[1])
          end
        else
          @continue_sprite.bitmap = Cache.system(IMG_CONTINUE[1])
        end
        reset_sprites(2)
        if Input.trigger?(Input::C)
          command_continue
        end
      when 3  
        @quit_sprite.bitmap = Cache.system(IMG_SHUTDOWN[1])
        reset_sprites(3)
        if Input.trigger?(Input::C)
          command_shutdown
        end
      end
  end
  alias terminate_map_background terminate unless $@
  def terminate
    @spriteset.dispose
    @terminate_map_background
    dispose_new_game_sprite
    dispose_achievement_sprite
    dispose_continue_sprite
    dispose_shutdown_sprite
  end
end
end


Is it a good way to solve it?

It is placed below your script.

This post has been edited by Maoam: Jul 13 2012, 12:13 PM
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