GameOver Menu V.2 - xLeD - 10-03-2006
GameOver Menu V.2
by xLeD
Oct 3 2006
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It's me xLeD again! I had some spare time over today, so I though: What tha heck! I'll do something new with the GameOver Script.
And I sure got super cool!
What is so special about it?
instead of the menu is run by a usual menu like in the first GameOver menu, The GameOver Menu V.2 is all run by Pictures, 3 pictures to be exact. The pictures work as text and background... There is not usual Text in it.
What Does it do?
Like in most Pro-Games, when you die and enter the GameOver you usualy don't get back to the Main Menu... What usualy happends is that a menu fades in where you can choose:
- Load
- Exit
- Back to Main Menu
So thats exactly what I've done.
Is There no Screenies ?
Well, that would be kind of difficult to make... since the menu is run by a picture.
BUT I will however put up a sample menu instead, (Three Pictures = One menu)
The Installation
This is a 3 step tutorial how to install the script.
1. Insert the menu Pictures in YourGame/Graphics/Titles Name them 1, 2 and 3
2. Find the Script named Scene_Gameover in your scriptlibrary in your game and replace it with this:
Code: #================================Metal Forest inc==============================
#=====================================Presents=================================
# ** Scene_Gameover menu V.2
# ** Created by xLeD
# ** Special Credits goes to ccoa
#------------------------------------------------------------------------------
# This class performs game over screen processing.
#==============================================================================
class Scene_Gameover
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make game over graphic
$game_system.bgm_play(nil)
$game_system.bgs_play(nil)
# Play game over ME
$game_system.me_play($data_system.gameover_me)
# Slow Fade in
# NEW CODE
@back_sprite = Sprite.new
# transition between images, set to 0 if none
@transition_frames = 10
@delta = 255 / @transition_frames = 5
@wait = 0
#END NEW CODE
# NEW CODE
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title("1")
@index = 1
Graphics.transition(120)
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Stop BGM and BGS
#Fade in
Graphics.transition(120)
# Make system object
$game_system = Game_System.new
# Make title graphic
@sprite = Sprite.new
# Prepare for transition
Graphics.freeze
# Dispose of title graphic
@sprite.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# NEW CODE
if @wait > 0
if @wait == 0
@sprite.bitmap = RPG::Cache.title(@index.to_s)
@sprite.opacity = 255
else
@sprite.opacity -= @delta
end
@wait -= 1
return
end
# if directional buttons are pressed
if Input.trigger?(Input::LEFT) or Input.trigger?(Input::UP)
$game_system.se_play($data_system.cursor_se)
if @index == 1
@index = 3
else
@index -= 1
end
@wait = @transition_frames
@back_sprite.bitmap = RPG::Cache.title(@index.to_s)
end
if Input.trigger?(Input::RIGHT) or Input.trigger?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
if @index == 3
@index = 1
else
@index += 1
end
@wait = @transition_frames
@back_sprite.bitmap = RPG::Cache.title(@index.to_s)
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by index
case @index
when 1 # New game
command_Load
when 2 # Continue
command_Exit_Game
when 3 # Shutdown
command_Back_to_Titlescreen
end
end
# END NEW CODE
end
#--------------------------------------------------------------------------
# * Command: New Game
#--------------------------------------------------------------------------
def command_Load
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Goes to the load menu
$scene = Scene_Load2.new
end
#--------------------------------------------------------------------------
# * Command: Continue
#--------------------------------------------------------------------------
def command_Exit_Game
#Play decision SE
$game_system.se_play($data_system.decision_se)
# Fade out BGM, BGS, and ME
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# Shutdown
$scene = nil
end
#--------------------------------------------------------------------------
# * Command: Shutdown
#--------------------------------------------------------------------------
def command_Back_to_Titlescreen
$game_system.se_play($data_system.decision_se)
# Goes to the Titlescreen
$scene = Scene_Title.new
end
#==============================================================================
# ** Scene_Load
#------------------------------------------------------------------------------
# This class performs load screen processing.
#==============================================================================
class Scene_Load2 < Scene_File
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Remake temporary object
$game_temp = Game_Temp.new
# Timestamp selects new file
$game_temp.last_file_index = 0
latest_time = Time.at(0)
for i in 0..3
filename = make_filename(i)
if FileTest.exist?(filename)
file = File.open(filename, "r")
if file.mtime > latest_time
latest_time = file.mtime
$game_temp.last_file_index = i
end
file.close
end
end
super("Which file would you like to load?")
end
#--------------------------------------------------------------------------
# * Decision Processing
#--------------------------------------------------------------------------
def on_decision(filename)
# If file doesn't exist
unless FileTest.exist?(filename)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play load SE
$game_system.se_play($data_system.load_se)
# Read save data
file = File.open(filename, "rb")
read_save_data(file)
file.close
# Restore BGM and BGS
$game_system.bgm_play($game_system.playing_bgm)
$game_system.bgs_play($game_system.playing_bgs)
# Update map (run parallel process event)
$game_map.update
# Switch to map screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Cancel Processing
#--------------------------------------------------------------------------
def on_cancel
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to title screen
$scene = Scene_Gameover.new
end
#--------------------------------------------------------------------------
# * Read Save Data
# file : file object for reading (opened)
#--------------------------------------------------------------------------
def read_save_data(file)
# Read character data for drawing save file
characters = Marshal.load(file)
# Read frame count for measuring play time
Graphics.frame_count = Marshal.load(file)
# Read each type of game object
$game_system = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_screen = 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)
# If magic number is different from when saving
# (if editing was added with editor)
if $game_system.magic_number != $data_system.magic_number
# Load map
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
# Refresh party members
$game_party.refresh
end
end
end
3. Play The Game!
Credits Goes to xLeD and ccoa if use!(I learnt how to do this through her Titlescreen script)
Now Post Coments! XD
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