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Old April 29th, 2013, 05:32 PM
Rayd12smitty's Avatar
Rayd12smitty
Shadow Maker
 
Join Date: Dec 2011
Gender: Male
Hey guys. So Thanks to thor348 I figured out how to do something that has been bugging a LOT of people. How to Animate the Title Screen! I've seen many posts asking how you can use a .gif or multiple frames in a loop as a title screen instead of a static image. I found out how (It was actually really simple XD) Anyway here we go.


Tutorial by Rayd12smitty using Pokemon Essentials Version 11

The Images
First, you need your new title screen. No .gif images here! You need all your images as frames, one for each frame in the game (Unless you want to mess around with the timer) There are 20 frames in one second, so you may have a LOT of images. Thats alright though. Name your images
Splash_1, Splash_2, Splash_3, etc. Put them in a folder Called Splash inside your game folder in Graphics/Titles. I recommend over 100 frames, even if they are just duplicates. I have 40 different frames, but 3 or 4 of each one in a row so it doesn't move so fast. This brings the total to 120 or 160 depending on how fast I want it. It takes a while to name all the images but it needs to be done.

The Script
Alright. The script we are dealing with is Scene_Intro. This is the scene that loads the start screen (The black screen with Pokemon Essentials creators on it) and the Title screen. Open the script and go to line 50. It should say
Code:
@pic.name="Graphics/Titles/"+@splash
Directly ABOVE it, add the line
Code:
@Animation = 1
This sets the title screen's frame to 1.

Then REPLACE the line that is now line 51 which says
Code:
@pic.name="Graphics/Titles/"+@splash
with
Code:
@pic.name="Graphics/Titles/Splash/Splash_#{@Animation}"
This will change where the images are found and makes it so the images name depends on the variable we created (@Animation)

Halfway done. Now find the line that says
Code:
@timer=0 if @timer>=80
it should be around line 62. AFTER this line add
Code:
@Animation+=1 if @Animation<ZZZ
    @Animation = 1 if @Animation==ZZZ
    @pic.name="Graphics/Titles/Splash/Splash_#{@Animation}"
This adds 1 to the variable @Animation every frame and once it reaches a certain number resets it to 1. It also updates what image is being shown depending on the variable @Animation.

Replace ZZZ with how many frames your title screen has. If you have 160 images in the folder Graphics/Title/Splash, this number is 160. If you have 40 frames, this number is 40. Simple right?

Thats should do it :D Now your title screen acts animated, not static. Below I will explain one more little change to the title screen to help your game.

The Cry
If you've played your game or any other Pokemon Essentials game, you know that a random pokemon's cry is played when the "Enter" button is pressed. But your game might be about Rayquaza, you don't want a random Wynaut screaming when the player hits start! This is a real simple fix. Once again in the script Scene_Intro search for
Code:
cry=sprintf("%03dCry",1+rand(PBSpecies.maxValue))
    pbSEPlay(cry,100,100)
and replace it with
Code:
pbSEPlay('ZZZCry',100,100)
where ZZZ is the national dex number of the pokemon who's cry you want played.
There are 2 places in the script where these lines are found. Do this to both

Please Read
Thats all. Thanks for reading through this and I hope you found it helpful. If you use the animated title screen edits, please give me credit Rayd12smitty. I don't require credit for the cry played. Please comment with any questions/errors (Although there shouldn't be errors if you followed the directions right)


Example (Mine don't use)
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Last edited by Rayd12smitty; April 29th, 2013 at 07:43 PM.
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