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  #1    
Old December 24th, 2013 (09:00 AM).
lucario170's Avatar
lucario170 lucario170 is offline
pokemon writer.
 
Join Date: Aug 2010
Location: earth
Age: 20
Gender: Male
Nature: Lonely
Posts: 22
Hi i made an animated splash screen(.gif) but it seems that it is not animating what should i do?
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  #2    
Old December 31st, 2013 (02:27 AM).
linkthehero's Avatar
linkthehero linkthehero is offline
 
Join Date: Sep 2012
Gender: Male
Posts: 66
replace Scene_Intro with this script:
Spoiler:
class IntroEventScene < EventScene
def initialize(pics,splash,viewport=nil)
super(nil)
@pics=pics
@splash=splash
@pic=addImage(0,0,"")
@pic.moveOpacity(0,0,0) # fade to opacity 0 in 0 frames after waiting 0 frames
@pic2=addImage(0,322,"") # flashing "Press Enter" picture
@pic2.moveOpacity(0,0,0)
@index=0
data_system = pbLoadRxData("Data/System")
pbBGMPlay(data_system.title_bgm)
openPic(self,nil)
end

def openPic(scene,args)
onCTrigger.clear
@pic.name="Graphics/Titles/"+@pics[@index]
@pic.moveOpacity(15,0,255) # fade to opacity 255 in 15 frames after waiting 0 frames
pictureWait
@timer=0 # reset the timer
onUpdate.set(method(:timer)) # call timer every frame
onCTrigger.set(method(:closePic)) # call closePic when C key is pressed
end

def timer(scene,args)
@timer+=1
if @timer>80
@timer=0
closePic(scene,args) # Close the picture
end
end

def closePic(scene,args)
onCTrigger.clear
onUpdate.clear
@pic.moveOpacity(15,0,0)
pictureWait
@index+=1 # Move to the next picture
if @index>=@pics.length
openSplash(scene,args)
else
openPic(scene,args)
end
end

def openSplash(scene,args)
onCTrigger.clear
onUpdate.clear
@Animation = 1
@pic.name="Graphics/Titles/Splash/Splash_#{@Animation}"
@pic.moveOpacity(15,0,255)
@pic2.name="Graphics/Titles/start"
@pic2.moveOpacity(15,0,255)
pictureWait
onUpdate.set(method(:splashUpdate)) # call splashUpdate every frame
onCTrigger.set(method(:closeSplash)) # call closeSplash when C key is pressed
end

def splashUpdate(scene,args)
@timer+=1
@timer=0 if @timer>=80
@Animation+=1 if @Animation<zzz
@Animation = 1 if @Animation==zzz
@pic.name="Graphics/Titles/Splash/Splash_#{@Animation}"
if @timer>=32
@pic2.moveOpacity(0,0,8*(@timer-32))
else
@pic2.moveOpacity(0,0,255-(8*@timer))
end
if Input.press?(Input::DOWN) &&
Input.press?(Input::B) &&
Input.press?(Input::CTRL)
closeSplashDelete(scene,args)
end
end

def closeSplash(scene,args)
onCTrigger.clear
onUpdate.clear
# Play random cry
pbSEPlay('xxxCry',100,100)
# Fade out
@pic.moveOpacity(15,0,0)
@pic2.moveOpacity(15,0,0)
pbBGMStop(1.0)
pictureWait
scene.dispose # Close the scene
sscene=PokemonLoadScene.new
sscreen=PokemonLoad.new(sscene)
sscreen.pbStartLoadScreen
end

def closeSplashDelete(scene,args)
onCTrigger.clear
onUpdate.clear
# Play random cry
pbSEPlay('xxxCry',100,100)
# Fade out
@pic.moveOpacity(15,0,0)
@pic2.moveOpacity(15,0,0)
pbBGMStop(1.0)
pictureWait
scene.dispose # Close the scene
sscene=PokemonLoadScene.new
sscreen=PokemonLoad.new(sscene)
sscreen.pbStartDeleteScreen
end
end



class Scene_Intro
def initialize(pics, splash = nil)
@pics=pics
@splash=splash
end

def main
Graphics.transition(0)
@eventscene=IntroEventScene.new(@pics,@splash)
@eventscene.main
Graphics.freeze
end
end



than you can finn in this script two times zzz
replace the zzz to the number of pictures you use

you will aslo find two times xxxcry
replase xxx to the number of pokemon you use
the go to you game folder
graphics
title
and create a new folder called Splash
than you put your pictures in ( gif dont work ,use pngs )
and call them splash_zzz
with zzz i mean you have to name it like
splash_1 the next picture ,splashh_2,splash_3,..........
and credit:Rayd12smitty
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  #3    
Old December 31st, 2013 (11:00 AM).
Rayd12smitty's Avatar
Rayd12smitty Rayd12smitty is offline
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Join Date: Dec 2011
Gender: Male
Posts: 647
Quote originally posted by linkthehero:
replace Scene_Intro with this script:
Spoiler:
class IntroEventScene < EventScene
def initialize(pics,splash,viewport=nil)
super(nil)
@pics=pics
@splash=splash
@pic=addImage(0,0,"")
@pic.moveOpacity(0,0,0) # fade to opacity 0 in 0 frames after waiting 0 frames
@pic2=addImage(0,322,"") # flashing "Press Enter" picture
@pic2.moveOpacity(0,0,0)
@index=0
data_system = pbLoadRxData("Data/System")
pbBGMPlay(data_system.title_bgm)
openPic(self,nil)
end

def openPic(scene,args)
onCTrigger.clear
@pic.name="Graphics/Titles/"+@pics[@index]
@pic.moveOpacity(15,0,255) # fade to opacity 255 in 15 frames after waiting 0 frames
pictureWait
@timer=0 # reset the timer
onUpdate.set(method(:timer)) # call timer every frame
onCTrigger.set(method(:closePic)) # call closePic when C key is pressed
end

def timer(scene,args)
@timer+=1
if @timer>80
@timer=0
closePic(scene,args) # Close the picture
end
end

def closePic(scene,args)
onCTrigger.clear
onUpdate.clear
@pic.moveOpacity(15,0,0)
pictureWait
@index+=1 # Move to the next picture
if @index>=@pics.length
openSplash(scene,args)
else
openPic(scene,args)
end
end

def openSplash(scene,args)
onCTrigger.clear
onUpdate.clear
@Animation = 1
@pic.name="Graphics/Titles/Splash/Splash_#{@Animation}"
@pic.moveOpacity(15,0,255)
@pic2.name="Graphics/Titles/start"
@pic2.moveOpacity(15,0,255)
pictureWait
onUpdate.set(method(:splashUpdate)) # call splashUpdate every frame
onCTrigger.set(method(:closeSplash)) # call closeSplash when C key is pressed
end

def splashUpdate(scene,args)
@timer+=1
@timer=0 if @timer>=80
@Animation+=1 if @Animation<zzz
@Animation = 1 if @Animation==zzz
@pic.name="Graphics/Titles/Splash/Splash_#{@Animation}"
if @timer>=32
@pic2.moveOpacity(0,0,8*(@timer-32))
else
@pic2.moveOpacity(0,0,255-(8*@timer))
end
if Input.press?(Input::DOWN) &&
Input.press?(Input::B) &&
Input.press?(Input::CTRL)
closeSplashDelete(scene,args)
end
end

def closeSplash(scene,args)
onCTrigger.clear
onUpdate.clear
# Play random cry
pbSEPlay('xxxCry',100,100)
# Fade out
@pic.moveOpacity(15,0,0)
@pic2.moveOpacity(15,0,0)
pbBGMStop(1.0)
pictureWait
scene.dispose # Close the scene
sscene=PokemonLoadScene.new
sscreen=PokemonLoad.new(sscene)
sscreen.pbStartLoadScreen
end

def closeSplashDelete(scene,args)
onCTrigger.clear
onUpdate.clear
# Play random cry
pbSEPlay('xxxCry',100,100)
# Fade out
@pic.moveOpacity(15,0,0)
@pic2.moveOpacity(15,0,0)
pbBGMStop(1.0)
pictureWait
scene.dispose # Close the scene
sscene=PokemonLoadScene.new
sscreen=PokemonLoad.new(sscene)
sscreen.pbStartDeleteScreen
end
end



class Scene_Intro
def initialize(pics, splash = nil)
@pics=pics
@splash=splash
end

def main
Graphics.transition(0)
@eventscene=IntroEventScene.new(@pics,@splash)
@eventscene.main
Graphics.freeze
end
end



than you can finn in this script two times zzz
replace the zzz to the number of pictures you use

you will aslo find two times xxxcry
replase xxx to the number of pokemon you use
the go to you game folder
graphics
title
and create a new folder called Splash
than you put your pictures in ( gif dont work ,use pngs )
and call them splash_zzz
with zzz i mean you have to name it like
splash_1 the next picture ,splashh_2,splash_3,..........
and credit:Rayd12smitty
Beat me to it XD Thanks for mentioning me. Here's a link to the full tutorial. I explain things a bit more there.

http://www.pokecommunity.com/showthread.php?t=300837&highlight=animating+the+title+screen
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