[Solved][ACE]Animated title screen.

● ARCHIVED · READ-ONLY
Started by MooshraKun 17 posts View original ↗
  1. Ok we are using the MOG animated title screen script and we want to use it but only want to use one screen and when I make it to where it only uses one screen it doesn't use the background image like so.



    On line 26 when I put it like this it plays it right,but switches between pictures.

    RANDOM_PICTURES = ["Title0","Title1"]

    When I do this

    RANDOM_PICTURES = ["Title0"]

    It makes it look the picture.

    So if some one could make it to where it reads only one or make it to where it doesn't fade when it goes between pictures that would really help.

    here is a link to a demo that has everything you need.

    NOTE: I do not own anything in this demo.

    Demo Download:

    http://www.atelier-r...ACE_Menu09.html
  2. Replace line 71 with this.



    Code:
    self.x = rand(640)
  3. Try changing line 204 from:



    Code:
          @light_viewport = Viewport.new(-32, -32, 576, 448)
    to this:



    Code:
          @light_viewport = Viewport.new(-32, -32, 672, 448)
  4. @Todd I already did that but thanks.

    @Vee Thanks you and someone else gave this same answer and that works so thanks a lot.
  5. This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
  6. Reopened by TC's request.
  7. I have updated my main post with my new request.
  8. Spoiler
    Code:
    #==============================================================================
    # +++ MOG - Animated Title A (v1.0) +++
    #==============================================================================
    # By Moghunter
    # http://www.atelier-rgss.com/
    #==============================================================================
    # Tela de titulo animado, com logo, imagens aleatórias e outros efeitos visuais.
    #==============================================================================
    # Nota - Serão necessários as seguintes imagens na pasta Graphics/Titles2/
    #
    #
    # Firefly.png
    # Logo.jpg	 (Opcional - Caso for usar o efeito logo.)
    #
    #==============================================================================
    # Para definir a imagem de texto basta selecionar no banco de dados
    # a imagem do titulo numero 2 (Segunda camada)
    #
    #==============================================================================
    module MOG_SCENE_TITLE_A
    #Posição do comando.
    COMMANDS_POS = [240 , 280]
    #Ativar Particulas.
    FIREFLY = false
    #Ativar Logo
    LOGO = false
    #Duração do logo.
    LOGO_DURATION = 2#(Sec)
    #Definição da posição do cursor.(Para ajustes)
    CURSOR_POS = [-42,-7]
    end
    #==============================================================================
    # ■ Window TitleCommand
    #==============================================================================
    class Window_TitleCommand < Window_Command
    attr_reader :list
    end
    
    #==============================================================================
    # ■ FireFly
    #==============================================================================
    class Firefly < Sprite
    
    #--------------------------------------------------------------------------
    # ● Initialize
    #--------------------------------------------------------------------------		
    def initialize(viewport = nil)
    	 super(viewport)
    	 self.bitmap = Cache.title2("Firefly")
    	 reset_setting
    end
    
    #--------------------------------------------------------------------------
    # ● Reset Setting
    #--------------------------------------------------------------------------			
    def reset_setting
    	 zoom = (50 + rand(100)) / 100.1
    	 self.zoom_x = zoom
    	 self.zoom_y = zoom
    	 self.x = rand(640)
    	 self.y = rand(480 + self.bitmap.height)
    	 self.opacity = 0
    	 self.angle = rand(360)
    	 self.blend_type = 1
    	 @speed_x = 0
    	 @speed_y = [[rand(4), 4].min, 1].max
    	 @speed_a = rand(3)
    end
    
    #--------------------------------------------------------------------------
    # ● Dispose
    #--------------------------------------------------------------------------			
    def dispose
    	 super
    	 self.bitmap.dispose
    end
    
    #--------------------------------------------------------------------------
    # ● Update
    #--------------------------------------------------------------------------			
    def update
    	 super
    	 self.x += @speed_x
    	 self.y -= @speed_y
    	 self.angle += @speed_a	
    	 self.opacity += 5
    	 reset_setting if self.y < 0
    end
    
    end
    
    #==============================================================================
    # ■ Scene Title
    #==============================================================================
    class Scene_Title < Scene_Base
    include MOG_SCENE_TITLE_A
    #--------------------------------------------------------------------------
    # ● Start
    #--------------------------------------------------------------------------		
    def start
    	 super
    	 RPG::BGM.fade(2000)
    	 @logo_active = LOGO
    	 SceneManager.clear
    	 @phase = 1
    	 @phase_time = -1
    	 create_logo if @logo_active
    	 create_command_window
    	 create_commands
    	 create_background
    	 create_light
    	 create_cursor
    	 play_title_music unless @logo_active
    end
    
    #--------------------------------------------------------------------------
    # ● create_background
    #--------------------------------------------------------------------------
    def create_background
    	 @sprite1 = Sprite.new
    	 @sprite1.bitmap = Cache.title1($data_system.title1_name)
    	 @sprite2 = Plane.new
    	 @sprite2.bitmap = Cache.title2($data_system.title2_name)
    	 @sprite2.z = 100
    	 @sprite2.opacity = 0
    end
    #--------------------------------------------------------------------------
    # ● Create Light
    #--------------------------------------------------------------------------
    def create_light
    	 return unless FIREFLY
    	 @light_viewport = Viewport.new(-32, -32, 672, 542)
    	 @light_bitmap =[]
    	 for i in 0...20
    		 @light_bitmap.push(Firefly.new(@light_viewport))
    	 end
    end
    #--------------------------------------------------------------------------
    # ● Create_Logo
    #--------------------------------------------------------------------------		
    def create_cursor
    	 @cursor = Sprite.new
    	 @cursor.bitmap = Cache.title2("Cursor")
    	 @cursor.opacity = 0
    	 @cursor.z = 120
    	 @cursor_position = [0,0]
    	 @mx = [0,0,0]
    end
    
    #--------------------------------------------------------------------------
    # ● Create_Logo
    #--------------------------------------------------------------------------		
    def create_logo
    	 @phase = 0
    	 @logo = Sprite.new
    	 @logo.bitmap = Cache.title2("Logo")
    	 @logo.opacity = 0
    	 @logo_duration = 180 + (LOGO_DURATION * 60)
    end
    
    #--------------------------------------------------------------------------
    # ● Create Commands
    #--------------------------------------------------------------------------		
    def create_commands
    	 @command_window.visible = false
    	 @commands_index_old = -1
    	 @commands = []
    	 @commands_shake_duration = 0
    	 index = 0
    	 for com in @command_window.list
    		 sprite = Sprite.new
    		 sprite.bitmap = Cache.title2(com[:name].to_s) rescue nil
    		 if sprite.bitmap == nil
    		 sprite.bitmap = Bitmap.new(200,32)
    		 sprite.bitmap.font.size = 24
    		 sprite.bitmap.font.bold = true
    		 sprite.bitmap.font.italic = true
    		 sprite.bitmap.draw_text(0, 0, 200, 32, com[:name].to_s,1)
    		 end
    		 sprite.x = COMMANDS_POS[0] - 100 - (index * 20)
    		 sprite.y = index * sprite.bitmap.height + COMMANDS_POS[1]
    		 sprite.z = 100 + index
    		 sprite.opacity = 0
    		 index += 1
    		 @commands.push(sprite)
    	 end
    	 @command_max = index
    end
    #--------------------------------------------------------------------------
    # ● dispose Background1
    #--------------------------------------------------------------------------
    def dispose_background1
    	 @sprite1.bitmap.dispose
    	 @sprite1.bitmap = nil
    	 @sprite1.dispose
    	 @sprite1 = nil
    end
    
    #--------------------------------------------------------------------------
    # ● Dispose Background2
    #--------------------------------------------------------------------------			
    def dispose_background2
    	 if @sprite2.bitmap != nil
    		 @sprite2.bitmap.dispose
    		 @sprite2.bitmap = nil
    		 @sprite2.dispose
    		 @sprite2 = nil
    	 end
    end
    
    #--------------------------------------------------------------------------
    # ● Dispose Light
    #--------------------------------------------------------------------------			
    def dispose_light
    	 return unless FIREFLY
    	 if @light_bitmap != nil
    		 for i in @light_bitmap
    			 i.dispose
    		 end
    		 @light_viewport.dispose
    		 @light_bitmap = nil
    	 end	
    end
    
    #--------------------------------------------------------------------------
    # ● Dispose Logo
    #--------------------------------------------------------------------------		
    def dispose_logo
    	 return unless LOGO
    	 @logo.bitmap.dispose
    	 @logo.dispose
    end
    
    #--------------------------------------------------------------------------
    # ● Dispose Logo
    #--------------------------------------------------------------------------		
    def dispose_logo
    	 return unless @logo_active
    	 @logo.bitmap.dispose
    	 @logo.dispose
    end
    
    #--------------------------------------------------------------------------
    # ● Terminate
    #--------------------------------------------------------------------------		
    def terminate
    	 super
    	 dispose_background1
    	 dispose_background2
    	 dispose_light
    	 dispose_logo
    	 @cursor.bitmap.dispose
    	 @cursor.dispose
    	 for com in @commands
    		 com.bitmap.dispose
    		 com.dispose
    	 end
    end
    
    #--------------------------------------------------------------------------
    # ● Update
    #--------------------------------------------------------------------------		
    def update
    	 super
    	 update_logo
    	 update_initial_animation
    	 update_command
    	 update_background
    	 update_light
    end
    
    #--------------------------------------------------------------------------
    # ● Update Logo
    #--------------------------------------------------------------------------		
    def update_logo
    	 return if @phase != 0
    	 loop do
    	 break if @logo_duration == 0
    	 execute_logo
    	 Graphics.update
    	 end
    	 play_title_music
    end
    #--------------------------------------------------------------------------
    # ● Update Cursor Position
    #--------------------------------------------------------------------------		
    def update_cursor_position
    	 @cursor.opacity += 5
    	 execute_animation_s
    	 execute_cursor_move(0,@cursor.x,@cursor_position[0] + @mx[1])
    	 execute_cursor_move(1,@cursor.y,@cursor_position[1])
    end
    
    #--------------------------------------------------------------------------
    # ● Execute Logo
    #--------------------------------------------------------------------------		
    def execute_logo
    	 @logo_duration -= 1
    	 if @logo_duration > 120
    	 @logo.opacity += 5
    	 else
    	 @logo.opacity -= 5
    	 end
    	 if @logo.opacity <= 0
    	 @logo_duration = 0
    	 @phase = 1
    	 end
    end
    	 #--------------------------------------------------------------------------
    # ● Execute Animation S
    #--------------------------------------------------------------------------	
    def execute_animation_s
    	 @mx[2] += 1
    	 return if @mx[2] < 4
    	 @mx[2] = 0
    	 @mx[0] += 1
    	 case @mx[0]
    		 when 1..7; @mx[1] += 1		
    		 when 8..14; @mx[1] -= 1
    		 else
    		 @mx[0] = 0
    		 @mx[1] = 0
    	 end
    end
    
    #--------------------------------------------------------------------------
    # ● Execute Cursor Move
    #--------------------------------------------------------------------------	
    def execute_cursor_move(type,cp,np)
    	 sp = 5 + ((cp - np).abs / 5)
    	 if cp > np
    		 cp -= sp
    		 cp = np if cp < np
    	 elsif cp < np
    		 cp += sp
    		 cp = np if cp > np
    	 end
    	 @cursor.x = cp if type == 0
    	 @cursor.y = cp if type == 1
    end
    
    #--------------------------------------------------------------------------
    # ● Update Background
    #--------------------------------------------------------------------------			
    def update_background
    	 @sprite2.opacity += 5
    
    end
    
    #--------------------------------------------------------------------------
    # ● Update Light
    #--------------------------------------------------------------------------			
    def update_light
    	 return unless FIREFLY
    	 if @light_bitmap != nil
    	 for i in @light_bitmap
    		 i.update
    	 end
    	 end
    end
    
    #--------------------------------------------------------------------------
    # ● Update Initial Animation
    #--------------------------------------------------------------------------			
    def update_initial_animation
    	 return if @phase != 1
    	 @phase_time -= 1 if @phase_time > 0
    	 if @phase_time == 0
    	 @phase = 2
    	 @phase_time = 30
    	 end
    	 for i in @commands
    	 index = 0
    	 if i.x < COMMANDS_POS[0]
    		 i.x += 5 + (2 * index)
    		 i.opacity += 10
    		 if i.x >= COMMANDS_POS[0]
    			 i.x = COMMANDS_POS[0]
    			 i.opacity = 255
    			 if @phase_time < 15 / 2
    				 @phase_time = 15
    			 end
    		 end
    		 end
    		 index += 1
    	 end
    end
    
    #--------------------------------------------------------------------------
    # ● Update Command
    #--------------------------------------------------------------------------			
    def update_command
    	 return if @phase != 2
    	 update_command_slide
    	 update_cursor_position
    end
    
    #--------------------------------------------------------------------------
    # ● Update Command Slide
    #--------------------------------------------------------------------------			
    def update_command_slide
    	 if @commands_index_old != @command_window.index
    	 @commands_index_old = @command_window.index
    	 @commands_shake_duration = 30
    	 end
    	 return if @commands_shake_duration == 0
    	 @commands_shake_duration -= 1 if @commands_shake_duration > 0	
    	 for i in @commands
    	 if (i.z - 100) == @command_window.index
    		 i.opacity += 10
    		 @cursor_position = [COMMANDS_POS[0] + CURSOR_POS[0],i.y + CURSOR_POS[1]]
    		 i.x = COMMANDS_POS[0] + rand(@commands_shake_duration)
    	 else
    		 i.opacity -= 7 if i.opacity > 100
    		 i.x = COMMANDS_POS[0]
    	 end
    	 end
    	 end
    end
    
    
    $mog_rgss3_animated_title_a = true
  9. Thanks a lot Todd you are a big help, but now I can't show a logo which would be nice.
  10. You have to use the second title screen graphic under system. If that doesn't work then I can fix that.
  11. I tried that still can't make the logo appear but thanks for the help.
  12. Weird, I tried it and it worked fine...
  13. Weird lets see could you make a small demo or something? I don't know I can't get it to work for some odd reason.
  14. Mooshrago12 said:
    I have updated my main post with my new request.
    If it's a new request, we prefer that you create a new topic rather than replace what was answered. Your report to reopen this topic made it sound like there was possibly an issue with the answer that you originally got. Instead, what you've just done was delete and replace the original post. Now, when other people try to find an answer for the same issue you had, it will no longer be easily findable with searches.

    This topic will stay open, but I'm just letting you know.
  15. Ok Mr. Bubble thanks for the advice we will next time. Also thanks todd I was I guess I didn't copy a line or something it works now though.
  16. This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.