[Resolved] Map Title Screen request

● ARCHIVED · READ-ONLY
Started by Apoc 3 posts View original ↗
  1. Hello, Im not to used to doing these sort of things, but let me frist start off by saying im looking for a commercial made script. If you would like to work out some sort of agreement feel free to email me at pie24man@yahoo.com

    Script Request: Orginal Wijj made a script a while back that allowed players to presented on a map instead of showing a title screen. There were also a few scripts that did this for vx but none so far I seen for ace.

    To get to the point I would like to request a script that had ( either ) 1 of 2 functionalites ( which ever one is easiest to accomplish )

    1.) Being able to start the character on map x then continue to new.game / load.game via script call such as ex: $scene.do_new_game

    2.) Being able to call a comment event during title screen to show visual effects like ( rain ) , ( animations ) , or even ( battles ) such as a normal commen event would do

    Example Scripts:

    I dont intend to copy for redistribute oringal wijjs work, but I found lil way to succesfully contact him. so here is his script made for vx

    Spoiler
    #==============================================================================

    # Map Title

    #==============================================================================

    # Author : OriginalWij

    # Version : 1.3

    #==============================================================================

    #==============================================================================

    # NOTE: This newest version is the ONLY supported version!

    #

    # v1.3

    # - Minor fixes

    # - Optimized script

    #==============================================================================

    #==============================================================================

    # Calls:

    # New Game : $scene.do_new_game

    # Load Game : $scene.do_load_game(file) [file = 1 thru 4]

    # End Game : $scene = nil

    # Display Load Window : $scene.show_load_window(file) [file = 1 thru 4]

    # Close Load Window : $scene.close_load_window

    #==============================================================================

    #==============================================================================

    # NOTE: Any switches/variables set on "Title" maps carry over into a NEW game

    #==============================================================================

    #==============================================================================

    # Config

    #==============================================================================

    module OW_MT

    # Player initial "title map" coordinates

    MAP_ID = 1

    MAP_X = 3

    MAP_Y = 10

    # How many tiles to offset (move) if a savefile exists

    MAP_X_OFFSET = 5 # horizontal [- = left; + = right; 0 = none]

    MAP_Y_OFFSET = 0 # vertical [- = up ; + = down ; 0 = none]

    # Player starting direction (facing) [2 = down; 4 = left; 6 = right; 8 = up]

    MAP_FACING = 8

    end

    #==============================================================================

    # Game_Temp

    #==============================================================================

    class Game_Temp

    #--------------------------------------------------------------------------

    # Public Instance Variables [New]

    #--------------------------------------------------------------------------

    attr_accessor :title

    #--------------------------------------------------------------------------

    # Initialize [Mod]

    #--------------------------------------------------------------------------

    alias ow_map_title_game_temp_initialize initialize unless $@

    def initialize

    ow_map_title_game_temp_initialize

    @title = true

    end

    end

    #==============================================================================

    # Scene_Title

    #==============================================================================

    class Scene_Title < Scene_Base

    #--------------------------------------------------------------------------

    # Start [Rewrite]

    #--------------------------------------------------------------------------

    def start

    super

    load_database

    create_game_objects

    check_continue

    $data_system.title_bgm.play

    RPG::BGS.stop

    RPG::ME.stop

    end

    #--------------------------------------------------------------------------

    # Post-Start [Rewrite]

    #--------------------------------------------------------------------------

    def post_start

    super

    end

    #--------------------------------------------------------------------------

    # Pre-Terminate [Rewrite]

    #--------------------------------------------------------------------------

    def pre_terminate

    super

    end

    #--------------------------------------------------------------------------

    # Terminate [Rewrite]

    #--------------------------------------------------------------------------

    def terminate

    super

    snapshot_for_background

    end

    #--------------------------------------------------------------------------

    # Update [Rewrite]

    #--------------------------------------------------------------------------

    def update

    super

    go_to_title_map

    end

    #--------------------------------------------------------------------------

    # Go To Title Map [New]

    #--------------------------------------------------------------------------

    def go_to_title_map

    confirm_player_location

    $game_party.setup_starting_members

    @x, @y = OW_MT::MAP_X, OW_MT::MAP_Y

    @x += OW_MT::MAP_X_OFFSET if @continue_enabled

    @y += OW_MT::MAP_Y_OFFSET if @continue_enabled

    $game_map.setup(OW_MT::MAP_ID)

    $game_player.reserve_transfer(OW_MT::MAP_ID, @x, @y, OW_MT::MAP_FACING)

    $game_player.perform_transfer

    $game_player.refresh

    $scene = Scene_Map.new

    $game_map.update

    Graphics.frame_count = 0

    $game_map.autoplay

    end

    end

    #==============================================================================

    # Scene_Map

    #==============================================================================

    class Scene_Map < Scene_Base

    #--------------------------------------------------------------------------

    # Start [Mod]

    #--------------------------------------------------------------------------

    alias ow_map_title_scene_map_start start unless $@

    def start

    ow_map_title_scene_map_start

    if $game_temp.title

    @title_map = $game_map.map_id

    @title_window = Sprite.new

    title_bitmap = Cache.system('Title')

    @title_window.bitmap = title_bitmap

    end

    end

    #--------------------------------------------------------------------------

    # Terminate [Mod]

    #--------------------------------------------------------------------------

    alias ow_map_title_scene_map_terminate terminate unless $@

    def terminate

    ow_map_title_scene_map_terminate

    if $game_temp.title

    @title_window.bitmap.dispose

    @title_window.dispose

    @title_window = nil

    end

    end

    #--------------------------------------------------------------------------

    # Update [Mod]

    #--------------------------------------------------------------------------

    alias ow_map_title_scene_map_update update unless $@

    def update

    ow_map_title_scene_map_update

    if $game_temp.title

    if @title_map != $game_map.map_id

    @title_map = $game_map.map_id

    @title_window.dispose

    @title_window = Sprite.new

    title_bitmap = Cache.system('Title')

    @title_window.bitmap = title_bitmap

    else

    @title_window.update

    end

    end

    end

    #--------------------------------------------------------------------------

    # Execute Screen Switch [Mod]

    #--------------------------------------------------------------------------

    alias ow_map_title_scene_map_upd_scene_change update_scene_change unless $@

    def update_scene_change

    $game_temp.next_scene = nil if $game_temp.title

    ow_map_title_scene_map_upd_scene_change

    end

    #--------------------------------------------------------------------------

    # Do New Game [New]

    #--------------------------------------------------------------------------

    def do_new_game

    $game_temp.title = false

    $game_party.setup_starting_members

    $game_map.setup($data_system.start_map_id)

    $game_player.moveto($data_system.start_x, $data_system.start_y)

    $game_player.refresh

    $scene = Scene_Map.new

    RPG::BGM.fade(1500)

    Graphics.fadeout(60)

    @title_window.bitmap.dispose

    @title_window.dispose

    @title_window = nil

    Graphics.wait(40)

    Graphics.frame_count = 0

    RPG::BGM.stop

    $game_map.autoplay

    $scene = Scene_Map.new

    end

    #--------------------------------------------------------------------------

    # Show Load Window [New]

    #--------------------------------------------------------------------------

    def show_load_window(file_id)

    if FileTest.exist?("Save#{file_id}.rvdata")

    @file_id = file_id

    @load_window = Window_SaveFile.new(file_id - 1, "Save#{file_id}.rvdata")

    @load_window.y = Graphics.height - 156

    @load_window.back_opacity = 160

    end

    end

    #--------------------------------------------------------------------------

    # Close Load Window [New]

    #--------------------------------------------------------------------------

    def close_load_window

    if @load_window != nil

    @load_window.dispose

    @load_window = nil

    end

    end

    #--------------------------------------------------------------------------

    # Do Load Game [New]

    #--------------------------------------------------------------------------

    def do_load_game(file_id)

    Sound.play_load

    close_load_window

    $game_temp.title = false

    file = File.open("Save#{file_id}.rvdata", "rb")

    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)

    if $game_system.version_id != $data_system.version_id

    $game_map.setup($game_map.map_id)

    $game_player.center($game_player.x, $game_player.y)

    end

    file.close

    $scene = Scene_Map.new

    RPG::BGM.fade(1500)

    Graphics.fadeout(60)

    @title_window.bitmap.dispose

    @title_window.dispose

    @title_window = nil

    Graphics.wait(40)

    @last_bgm.play

    @last_bgs.play

    Input.update

    end

    end

    [/Mod][/Mod][/Mod][/Mod][/Mod]
    [Mod][Mod][Mod][Mod][Mod]Also here is Vixotic's version

    Screenshot:



    End:

    I hope this request was simple and easy to follow[/mod][/mod][/mod][/mod][/mod]
  2. Luckily, I made this!

    I'm not sure if it works with common events, but give it a try. It should do!

    Map Title Screen




    v1.0




    By Crazyninjaguy


    Summary

    This script allows you to use a map as your title screen.

    You can use events, and can do whatever you would on a normal map.

    Screenshots

    28ver7q.png

    Script

    Spoiler
    Code:
    #===============================================================================
    # * SEE - Map Title Screen v1.0
    # * By Crazyninjaguy
    # * Requested by Bizarre_Monkey
    # * Part of StormCross Engine Evolution
    # * http://www.stormxstudios.co.uk
    #===============================================================================
    # * It'd be easier to copy the demo events, but if you're just getting the script
    # then use these commands in an event:
    # SceneManager.scene.command_new_game
    # SceneManager.scene.command_continue
    # SceneManager.scene.command_shutdown
    #===============================================================================
    
    module SEE
    module Title
    # The ID Of your Title Screen Map
    START_MAP_ID = 1
    # X Position of your character's starting position
    START_X = 8
    # Y Position of your character's starting position
    START_Y = 7
    
    # Game Title Name X Position
    GAME_TITLE_X = 0
    # Game Title Name Y Position
    GAME_TITLE_Y = -180
    
    # Display your game's logo? Set to true if yes.
    DISPLAY_LOGO = false
    # Logo filename, in Titles1 folder
    LOGO_FILENAME = "Logo"
    # X Position of the Logo image
    LOGO_X = 0
    # Y Position of the Logo image
    LOGO_Y = 0
    end
    end
    
    class Scene_Title < Scene_Base
    include SEE::Title
    def start
    super
    SceneManager.clear
    Graphics.freeze
    DataManager.load_normal_database
    DataManager.create_game_objects
    $game_party.setup_starting_members
    $game_map.setup(START_MAP_ID)
    $game_player.moveto(START_X, START_Y)
    $game_player.refresh
    Graphics.frame_count = 0
    $game_map.autoplay
    create_map
    @message_window = Window_Message.new
    @scroll_text_window = Window_ScrollText.new
    if DISPLAY_LOGO
    create_logo
    end
    end
    def terminate
    super
    @spriteset.dispose
    if DISPLAY_LOGO
    @logo.dispose
    end
    dispose_foreground
    end
    def update
    super
    $game_map.update(true)
    $game_player.update
    $game_timer.update
    @spriteset.update
    update_transfer_player unless scene_changing?
    end
    def create_map
    @spriteset = Spriteset_Map.new
    create_foreground
    end
    def create_logo
    @logo = Sprite.new
    @logo.bitmap = Cache.title1(LOGO_FILENAME)
    @logo.x = LOGO_X
    @logo.y = LOGO_Y
    end
    def command_new_game
    DataManager.setup_new_game
    fadeout_all
    $game_map.autoplay
    SceneManager.goto(Scene_Map)
    end
    def command_continue
    SceneManager.call(Scene_Load)
    end
    def command_shutdown
    fadeout_all
    SceneManager.exit
    end
    def draw_game_title
    @foreground_sprite.bitmap.font.size = 48
    @foreground_sprite.bitmap.draw_text(GAME_TITLE_X, GAME_TITLE_Y, Graphics.width, Graphics.height, $data_system.game_title, 1)
    end
    def update_transfer_player
    perform_transfer if $game_player.transfer?
    end
    def perform_transfer
    pre_transfer
    $game_player.perform_transfer
    post_transfer
    end
    def pre_transfer
    case $game_temp.fade_type
    when 0
    fadeout(fadeout_speed)
    when 1
    white_fadeout(fadeout_speed)
    end
    end
    def post_transfer
    case $game_temp.fade_type
    when 0
    Graphics.wait(fadein_speed / 2)
    fadein(fadein_speed)
    when 1
    Graphics.wait(fadein_speed / 2)
    white_fadein(fadein_speed)
    end
    end
    def fade_loop(duration)
    duration.times do |i|
    yield 255 * (i + 1) / duration
    update_basic
    end
    end
    def fadein(duration)
    @spriteset = Spriteset_Map.new
    fade_loop(duration) {|v| Graphics.brightness = v }
    end
    def fadeout(duration)
    fade_loop(duration) {|v| Graphics.brightness = 255 - v }
    @spriteset.dispose
    end
    def white_fadein(duration)
    @spriteset = Spriteset_Map.new
    fade_loop(duration) {|v| @viewport.color.set(255, 255, 255, 255 - v) }
    end
    def white_fadeout(duration)
    fade_loop(duration) {|v| @viewport.color.set(255, 255, 255, v) }
    @spriteset.dispose
    end
    def transition_speed
    return 15
    end
    def fadeout_speed
    return 30
    end
    def fadein_speed
    return 30
    end
    end
    Demo

    http://www.mediafire...f0c7s05wohqa1ja

    Licensing

    Free for use in commercial and non-commercial games if credit is given.
  3. Wow im lucky you already made a script for this. Thanks alot for the fast repsonse and credit will diffinately be given

    For admin: This topic is now resolved , feel free to close if neccessary