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  #1    
Old April 29th, 2013 (5:32 PM). Edited April 29th, 2013 by Rayd12smitty.
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Rayd12smitty Rayd12smitty is offline
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    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/"[email protected]
    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/"[email protected]
    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
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      #2    
    Old April 29th, 2013 (5:40 PM).
    ppooookkkkkkk ppooookkkkkkk is offline
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      I love all your tutorials (as well as carmaniacs).
      This tutorial hopefully will make my game more attractive thank you.
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        #3    
      Old April 29th, 2013 (5:59 PM).
      Rayd12smitty's Avatar
      Rayd12smitty Rayd12smitty is offline
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        Quote:
        Originally Posted by ppooookkkkkkk View Post
        I love all your tutorials (as well as carmaniacs).
        This tutorial hopefully will make my game more attractive thank you.
        I've only made 2 or 3 XD Thanks so much though it means a lot. Carmaniac actually taught me just about every thing I know about scripting.
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          #4    
        Old April 29th, 2013 (9:41 PM).
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        KingCharizard KingCharizard is offline
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          Quote:
          Originally Posted by Rayd12smitty View Post
          I've only made 2 or 3 XD Thanks so much though it means a lot. Carmaniac actually taught me just about every thing I know about scripting.
          Thats interesting, I remember when carmaniac wasnt that good with scripting himself but nice tut, I do think it would be easier to just use .gif but this way works too
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            #5    
          Old April 30th, 2013 (3:42 AM).
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          Rayd12smitty Rayd12smitty is offline
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            Quote:
            Originally Posted by KingCharizard View Post
            Thats interesting, I remember when carmaniac wasnt that good with scripting himself but nice tut, I do think it would be easier to just use .gif but this way works too
            .gifs don't work. That's why I made this. When you try using a .gif for a splash screen it just shows the first frame and never animates.
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              #6    
            Old April 30th, 2013 (5:19 AM).
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            Luka S.J. Luka S.J. is offline
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              Quote:
              Originally Posted by Rayd12smitty View Post
              .gifs don't work. That's why I made this. When you try using a .gif for a splash screen it just shows the first frame and never animates.
              GIFs could have worked if you changed the variable of the splash sprite to be using the class GifSprite instead of PictureEx, and then just set a @pic.update in the def updateSplash. Just sayin'...

              Quote:
              Originally Posted by KingCharizard View Post
              Thats interesting, I remember when carmaniac wasnt that good with scripting himself
              Ryan has come a long way in a small period of time. He was really dedicated to improving his skills, both in coding and spriting.
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                #7    
              Old April 30th, 2013 (7:57 AM).
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              KingCharizard KingCharizard is offline
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                Quote:
                Originally Posted by Luka S.J. View Post
                GIFs could have worked if you changed the variable of the splash sprite to be using the class GifSprite instead of PictureEx, and then just set a @pic.update in the def updateSplash. Just sayin'...



                Ryan has come a long way in a small period of time. He was really dedicated to improving his skills, both in coding and spriting.

                Yea Luka is right, if you modify the code like you did with the above method you could easily use .gifs

                Oh, snap first name basis.. it just got serious.. Yea i know I've been seeing his posts havent talked to him lately since they got rid of MSN
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                  #8    
                Old April 30th, 2013 (9:05 AM).
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                thor348 thor348 is offline
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                  Quote:
                  Originally Posted by Luka S.J. View Post
                  GIFs could have worked if you changed the variable of the splash sprite to be using the class GifSprite instead of PictureEx, and then just set a @pic.update in the def updateSplash. Just sayin'...
                  Ahh yes. That does work. Very sorry Rayd12smitty for providing a more difficult way to do it
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                    #9    
                  Old April 30th, 2013 (3:52 PM). Edited April 30th, 2013 by Rayd12smitty.
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                  Rayd12smitty Rayd12smitty is offline
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                    I kind of meant gifs wouldn't work without script edits. Either way it's working and some people may prefer this method.
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                      #10    
                    Old April 30th, 2013 (7:01 PM).
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                    KingCharizard KingCharizard is offline
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                      Quote:
                      Originally Posted by Rayd12smitty View Post
                      I kind of meant gifs wouldn't work without script edits. Either way it's working and some people may prefer this method.
                      isnt your way editing a script as well? There is nothing against your method it just is gonna take a little bit more work than the .gif method. but your right some people may prefer this way opposed to the other way. to each their own...

                      anyways nice tutorial overall, very clear and precise with the instructions.. I like your style, looking forward to seeing more from you.
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                        #11    
                      Old May 1st, 2013 (1:44 AM).
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                      Pharetra Pharetra is offline
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                        Quote:
                        Originally Posted by thor348 View Post
                        Ahh yes. That does work. Very sorry Rayd12smitty for providing a more difficult way to do it
                        Don't worry, your way has it's own advantages. You won't be restricted to 252 colours for example, which is something I really like ;)

                        Thanks for the tutorial :)
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                          #12    
                        Old May 2nd, 2013 (4:26 AM).
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                        Peeky Chew Peeky Chew is offline
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                        Can someone please explain what exactly you have to change about smitty's script to make it work with .GIFs?
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                          #13    
                        Old May 7th, 2013 (7:38 AM).
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                        tylerab01 tylerab01 is offline
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                          Quote:
                          Originally Posted by Peeky Chew View Post
                          Can someone please explain what exactly you have to change about smitty's script to make it work with .GIFs?
                          I believe this will work, but Luka knows better than I.

                          @viewport=Viewport.new(0,0,GRAPHICSHEIGHT,GRAPHICSWIDTH)
                          @sprites["Pic"]=GifSprite.new (@viewport)
                          @sprites["Pic"].bitmap=BitmapCache.load_bitmap("PATH TO PICTURE")


                          I set my own viewports so you will have to check the Settings Script of Essentials.

                          -AvD
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                            #14    
                          Old December 2nd, 2013 (10:24 PM).
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                          CrazyClyde CrazyClyde is offline
                             
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                            For some reason, when I did all the scripts for the cry at the end. an error came up, and it said, "Script 'Scene_Intro' line 111: SyntaxError occured,". Any idea? I didn't even mess with that line..
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                              #15    
                            Old December 3rd, 2013 (7:04 PM).
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                            WinterKirby WinterKirby is offline
                               
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                              Quote:
                              Originally Posted by CrazyClyde View Post
                              For some reason, when I did all the scripts for the cry at the end. an error came up, and it said, "Script 'Scene_Intro' line 111: SyntaxError occured,". Any idea? I didn't even mess with that line..
                              What do you have on line 111?
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                                #16    
                              Old February 8th, 2015 (7:33 AM).
                              ultrademise ultrademise is offline
                                 
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                                when i try to test this, i get the following error:
                                Script 'Scene_Intro' line 58: SyntaxError occured
                                please help me

                                This is my 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/"[email protected][@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>[email protected]
                                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<1
                                @Animation = 1 if @Animation==1
                                @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('384Cry',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('384Cry',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
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                                  #17    
                                Old December 2nd, 2015 (10:55 PM). Edited December 3rd, 2015 by Maruno.
                                Furankku's Avatar
                                Furankku Furankku is offline
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                                  Quote:
                                  Originally Posted by ultrademise View Post
                                  when i try to test this, i get the following error:
                                  Script 'Scene_Intro' line 58: SyntaxError occured
                                  please help me
                                  I get the exact same error, has a solution been found?
                                  My script if it helps:
                                  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/"[email protected][@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>[email protected]
                                  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<120
                                  @Animation = 1 if @Animation==120
                                  @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
                                  cry=pbResolveAudioSE(pbCryFile(1+rand(PBSpecies.maxValue)))
                                  pbSEPlay(cry,100,100) if cry
                                  # 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
                                  cry=pbResolveAudioSE(pbCryFile(1+rand(PBSpecies.maxValue)))
                                  pbSEPlay(cry,100,100) if cry
                                  # 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


                                  The solution to mine and ultrademise's problem was pointed out to me by the maker of another Pokemon Essentials game, it was simply that the tutorial doesn't have us close the
                                  Quote:
                                  @pic.name="Graphics/Titles/Splash/Splash_#{@Animation
                                  it should be
                                  Quote:
                                  @pic.name="Graphics/Titles/Splash/Splash_#{@Animation}"
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                                    #18    
                                  Old December 3rd, 2015 (11:04 AM).
                                  mej71's Avatar
                                  mej71 mej71 is offline
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                                  Quote:
                                  Originally Posted by Furankku View Post
                                  I get the exact same error, has a solution been found?
                                  My script if it helps:
                                  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/"[email protected][@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>[email protected]
                                  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<120
                                  @Animation = 1 if @Animation==120
                                  @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
                                  cry=pbResolveAudioSE(pbCryFile(1+rand(PBSpecies.maxValue)))
                                  pbSEPlay(cry,100,100) if cry
                                  # 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
                                  cry=pbResolveAudioSE(pbCryFile(1+rand(PBSpecies.maxValue)))
                                  pbSEPlay(cry,100,100) if cry
                                  # 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


                                  The solution to mine and ultrademise's problem was pointed out to me by the maker of another Pokemon Essentials game, it was simply that the tutorial doesn't have us close the
                                  it should be
                                  Generally, syntax errors are because you need to use Thread Tools -> Show Printable Version

                                  Pokecommunity's formatting breaks some coding
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                                    #19    
                                  Old January 19th, 2016 (2:39 PM).
                                  Reni Reni is offline
                                  TheLoneReni
                                     
                                    Join Date: Jan 2016
                                    Location: Arizona
                                    Gender: Female
                                    Nature: Bashful
                                    Posts: 1
                                    I dunno if any one else is having this issue but I was following this tutorial and when I went in to play it, the game gave me the error, "Script 'Main' line 21: NameError occured. Uninitialized constant Scene_Intro."

                                    This was the first time I was messing around with the script and I only changed and added exactly what was stated so I'm not sure what to do. I don't know a whole lot of coding either so I'm not certain what the issue is or how to fix it.
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