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Introduction & Splash Scene
#1
Introduction & Splash Scene - Last Updated : 01.08.05
by SephirothSpawn


This is a locked, single-post thread from Creation Asylum.  Archived here to prevent its loss.
No support is given.


Demo:  
.zip   Introduction___Splash_Scene.zip (Size: 1.33 MB / Downloads: 1)


Description
It displays pictures before the Title menu, then, if you want, it will display a final picture with "Press Start" (or whatever you choose) flashing at the bottom.

Instructions
Make Sure your pictures are in your Titles folder, with all names known.

Then, go into Main and replace the line:
Code:
$scene = Scene_Title.new

with this:
Code:
$scene = Scene_Intro.new( [x], y)


Now Just replace x and y.

Change x to the pictures names and the order they will appear.
For instance: 3 Pictures named : "Pic 1", "Pic 2", "Pic 3" so your code would now be:
Code:
$scene = Scene_Title.new( ["Pic 1", "Pic 2", "Pic 3"], y)


Now, if you dont want a splash screen, just delete the ", y". But lets say you want one to display a picture named "Splash", just change it now to:
Code:
$scene = Scene_Title.new( ["Pic 1", "Pic 2", "Pic 3"], "Splash")


Now just put this code above Scene_Title.
Code:
#==============================================================================
# Introduction & Splash Scene
#==============================================================================
# SephirothSpawn
# 01.08.06
# Version 2
#--------------------------------------------------------------------------
# Call Using $scene = Scene_Intro.new([pics], splash_screen)
#==============================================================================

#==============================================================================
# ** Scene_Intro
#==============================================================================

class Scene_Intro
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize(pics, splash = nil)
   @pics, @splash = pics, splash
 end
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
   # Loads Data System and Game System to Play BGM
   data_system = load_data("Data/System.rxdata")
   game_system = Game_System.new
   game_system.bgm_play(data_system.title_bgm)
   # Instance Variables      
   @item, @speed, @o_speed, @phase = 0, 5, 5, 0
   # Background Images
   @sprite = Sprite.new
     @sprite.bitmap = RPG::Cache.title(@pics[@item])
     @sprite.opacity = 5
   # Start Logo
   @start = Sprite.new
     @start.bitmap = RPG::Cache.title("Start")
     @start.y, @start.z, @start.opacity = 416, 10, 0
   # Execute transition
   Graphics.transition
   # Main loop
   while $scene == self
     # Update game screen
     Graphics.update
     # Update input information
     Input.update
     # Frame update
     case @phase
     when 0; intro_update         # Into Updating
     when 1; splash_update       # Splash Updating
     when 2; to_splash_update  #  From Intro To Splash Transition
     when 3; to_title_update      # From Splash to Title Transtion
     end
   end
   # Prepare for transition
   Graphics.freeze
   # Dispose of Sprites
   @sprite.dispose
   @start.dispose
 end
 #--------------------------------------------------------------------------
 # * Frame Update : Intro Images
 #--------------------------------------------------------------------------
 def intro_update
   # If C is pressed
   if Input.trigger?(Input::C)
     @phase = @splash.nil? ? 3 : 2
   end
   # Updates Sprite Opacity
   @sprite.opacity += @speed
   # Changes Direction
   @speed *= -1 if @sprite.opacity >= 255
   # Change Sprite
   if @sprite.opacity <= 0
     @item += 1
     @speed *= -1
     @item == @pics.size ? @phase = @splash.nil? ? 3 : 2 :
       @sprite.bitmap = RPG::Cache.title(@pics[@item])
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update : Splash Image
 #--------------------------------------------------------------------------
 def splash_update
   # If C is pressed
   if Input.trigger?(Input::C)
     @phase = 3
   end
   # Loads Sprite Splash Bitmap
   @sprite.bitmap = RPG::Cache.title(@splash)
   # Updates Start Logo Opacity
   @start.opacity += @o_speed
   # Changes Direction
   @o_speed *= -1 if @start.opacity >= 255 || @start.opacity <= 0
   # Updates Splash
   @sprite.opacity += @speed if @sprite.opacity < 255
 end
 #--------------------------------------------------------------------------
 # * Frame Update : Intro To Splash Transistion
 #--------------------------------------------------------------------------
 def to_splash_update
   @sprite.opacity > 0 ? @sprite.opacity -= @speed : @phase = 1
 end
 #--------------------------------------------------------------------------
 # * Frame Update : Splash To Title Transistion
 #--------------------------------------------------------------------------
 def to_title_update
   # Decrease Splash Opacity
   @sprite.opacity -= @speed if @sprite.opacity > 0
   # Decresh Start Logo Opacity
   @start.opacity -= @speed if @start.opacity > 0
   # Proceed to Title Screen
   $scene = Scene_Title.new if @sprite.opacity <= 0 && @start.opacity <= 0
 end
end


If you would like the Title Screen To Fade in, go into Scene_Title and find the lines:
Code:
Graphics.transition

and make it:
Code:
Graphics.transition(x)

Just Change the x into (I Believe) the number of frames to fade in.(Larger # with make a slower transition)

You also need a picture (640*64 resolution) in your Titles folder as well. Heres an example:
(missing image)

Just Import That to your titles folder and set the Black Part to transparent.
That Should be it. If Need be, I will post a demo.
}


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