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Title screen problem

23
Posts
13
Years
    • Seen Mar 29, 2014
    I have a problem with the title screen of my project. The problem is that the "start.png" doesnt show up in the splash screen. But it's not my game the one with the problem, it happens with cedexia's starter kit too. So I want to know is someone can help me.

    (I didn't know where to post this, so I posted here.)
     

    Nickalooose

    --------------------
    1,309
    Posts
    16
    Years
    • Seen Dec 28, 2023
    Are you playing the game through RPGMaker itself, or using the Game.exe within the folder? X
     
    10,673
    Posts
    15
    Years
    • Seen Dec 30, 2023
    Probably because you're running it in debug mode (within RMXP) and not running the Game.exe.
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen yesterday
    I don't think that's what he meant. He wants to know why the "Press Start" picture doesn't appear over the title screen. Look in the folder "Graphics/Titles" and you'll see what I mean.

    Essentials doesn't do that.
     
    23
    Posts
    13
    Years
    • Seen Mar 29, 2014
    I have the Start.png there but it doesnt show up, I tried the title screen with a new project but it doesnt show up too, and I know that it has to appear because I didnt have this problem before and I dont know why this happens.
    And yes I am running the Game.exe .
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen yesterday
    Off the top of my head, maybe. Check out an old version of Essentials, before the title screen code was changed (I don't know when that was, but Feb 2009 had the old code).
     
    23
    Posts
    13
    Years
    • Seen Mar 29, 2014
    where can I find a version of that date? I only find links to the old pokemon essentials wikia download section
     

    FL

    Pokémon Island Creator
    2,450
    Posts
    13
    Years
    • Seen today
    Try to change the Scene_Intro for the old one, from 2009 November:
    Code:
    #==============================================================================
    # Splash Screen
    #==============================================================================
    # Sephiroth Spawn
    # 01.08.06
    # Version 2
    # Modified by Harshboy/Flameguru
    #--------------------------------------------------------------------------
    # Call Using $scene = Scene_Intro.new([pics], splash_screen)
    #==============================================================================
    
    #==============================================================================
    # ** Scene_Intro
    #==============================================================================
    
    class Scene_Intro
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(pics, splash = nil)
        @pics, @splash = pics, splash
      end
      def setTitle(sprite,title)
        @cache={} if !@cache
        if @currentTitle!=title
          sprite.setBitmap("Graphics/Titles/#{title}")
          @currentTitle=title
        end
      end
      #--------------------------------------------------------------------------
      # * Main Processing
      #--------------------------------------------------------------------------
      def main
        # Loads Data System and Game System
        data_system = pbLoadRxData("Data/System")
        # Loads the Title.mid in Audio/BGM
        pbBGMPlay(data_system.title_bgm)
        # Instance Variables      
        @item, @speed, @o_speed, @phase = 0, 15, 20, 0
        # Background Images
        @sprite = IconSprite.new(0,0)
         setTitle(@sprite, @pics[@item])
         @sprite.opacity = 5
        # Start Logo
        @start = IconSprite.new(0,0)
          setTitle(@start,"Start")
          @start.y, @start.z, @start.opacity = 260, 10, 0 #250
        # Execute transition
        Graphics.transition
        # Main loop
        while $scene == self
          # Update game screen
          Graphics.update
          # Update input information
          Input.update
          # Frame update
          @sprite.update
          case @phase
          when 0; intro_update         # Into Updating
          when 1; splash_update       # Splash Updating
          when 2; to_splash_update  #  From Intro To Splash Transition
          when 3; to_title_update      # From Splash to Title Transtion
          when 4; toDeleteUpdate
          end
        end
        # Prepare for transition
        Graphics.freeze
        # Dispose of Sprites
        if @cache
         for i in @cache.values
          i.dispose
         end
        end
        @sprite.dispose
        @start.dispose
      end
      #--------------------------------------------------------------------------
      # * Frame Update : Intro Images
      #--------------------------------------------------------------------------
      def intro_update
        # If C is pressed
        if Input.trigger?(Input::C) && @speed>=0
          @phase = @splash.nil? ? 3 : 2
        end
        # Updates Sprite Opacity
        @sprite.opacity += @speed
        # Changes Direction
        @speed *= -1 if @sprite.opacity >= 255
        # Change Sprite
        if @sprite.opacity <= 0
          @item += 1
          @speed *= -1
          @item == @pics.size ? 
            @phase = @splash.nil? ? 3 : 2 :
            setTitle(@sprite,@pics[@item])
        end
      end
      #--------------------------------------------------------------------------
      # * Frame Update : Splash Image
      #--------------------------------------------------------------------------
      def splash_update
        # If C is pressed
        if Input.trigger?(Input::C)
          @phase = 3
        end
        if Input.press?(Input::DOWN) &&
           Input.press?(Input::CTRL) &&
           Input.press?(Input::B)
          @phase=4
        end
        # Loads Sprite Splash Bitmap
        setTitle(@sprite,@splash)
        # Updates Start Logo Opacity
        @start.opacity += @o_speed
        # Changes Direction
        @o_speed *= -1 if @start.opacity >= 255 || @start.opacity <= 0
        # Updates Splash
        @sprite.opacity += @speed if @sprite.opacity < 255
      end
      #--------------------------------------------------------------------------
      # * Frame Update : Intro To Splash Transistion
      #--------------------------------------------------------------------------
      def to_splash_update
        @sprite.opacity > 0 ? @sprite.opacity -= @speed : @phase = 1
      end
      #--------------------------------------------------------------------------
      # * Frame Update : Splash To Title Transistion
      #--------------------------------------------------------------------------
      def to_title_update
        # Decrease Splash Opacity
        @sprite.opacity -= @speed if @sprite.opacity > 0
        # Decresh Start Logo Opacity
        @start.opacity -= @speed if @start.opacity > 0
        # Proceed to Title Screen
        if @sprite.opacity <= 0 && @start.opacity <= 0
           pbBGMStop()
           sscene=PokemonLoadScene.new
           sscreen=PokemonLoad.new(sscene)
           sscreen.pbStartLoadScreen
        end
      end
      def toDeleteUpdate
        # Decrease Splash Opacity
        @sprite.opacity -= @speed if @sprite.opacity > 0
        # Decresh Start Logo Opacity
        @start.opacity -= @speed if @start.opacity > 0
        # Proceed to Title Screen
        if @sprite.opacity <= 0 && @start.opacity <= 0
           pbBGMStop()
           sscene=PokemonLoadScene.new
           sscreen=PokemonLoad.new(sscene)
           sscreen.pbStartDeleteScreen
        end
      end
    end
     
    23
    Posts
    13
    Years
    • Seen Mar 29, 2014
    Try to change the Scene_Intro for the old one, from 2009 November:
    Code:
    #==============================================================================
    # Splash Screen
    #==============================================================================
    # Sephiroth Spawn
    # 01.08.06
    # Version 2
    # Modified by Harshboy/Flameguru
    #--------------------------------------------------------------------------
    # Call Using $scene = Scene_Intro.new([pics], splash_screen)
    #==============================================================================
    
    #==============================================================================
    # ** Scene_Intro
    #==============================================================================
    
    class Scene_Intro
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(pics, splash = nil)
        @pics, @splash = pics, splash
      end
      def setTitle(sprite,title)
        @cache={} if !@cache
        if @currentTitle!=title
          sprite.setBitmap("Graphics/Titles/#{title}")
          @currentTitle=title
        end
      end
      #--------------------------------------------------------------------------
      # * Main Processing
      #--------------------------------------------------------------------------
      def main
        # Loads Data System and Game System
        data_system = pbLoadRxData("Data/System")
        # Loads the Title.mid in Audio/BGM
        pbBGMPlay(data_system.title_bgm)
        # Instance Variables      
        @item, @speed, @o_speed, @phase = 0, 15, 20, 0
        # Background Images
        @sprite = IconSprite.new(0,0)
         setTitle(@sprite, @pics[@item])
         @sprite.opacity = 5
        # Start Logo
        @start = IconSprite.new(0,0)
          setTitle(@start,"Start")
          @start.y, @start.z, @start.opacity = 260, 10, 0 #250
        # Execute transition
        Graphics.transition
        # Main loop
        while $scene == self
          # Update game screen
          Graphics.update
          # Update input information
          Input.update
          # Frame update
          @sprite.update
          case @phase
          when 0; intro_update         # Into Updating
          when 1; splash_update       # Splash Updating
          when 2; to_splash_update  #  From Intro To Splash Transition
          when 3; to_title_update      # From Splash to Title Transtion
          when 4; toDeleteUpdate
          end
        end
        # Prepare for transition
        Graphics.freeze
        # Dispose of Sprites
        if @cache
         for i in @cache.values
          i.dispose
         end
        end
        @sprite.dispose
        @start.dispose
      end
      #--------------------------------------------------------------------------
      # * Frame Update : Intro Images
      #--------------------------------------------------------------------------
      def intro_update
        # If C is pressed
        if Input.trigger?(Input::C) && @speed>=0
          @phase = @splash.nil? ? 3 : 2
        end
        # Updates Sprite Opacity
        @sprite.opacity += @speed
        # Changes Direction
        @speed *= -1 if @sprite.opacity >= 255
        # Change Sprite
        if @sprite.opacity <= 0
          @item += 1
          @speed *= -1
          @item == @pics.size ? 
            @phase = @splash.nil? ? 3 : 2 :
            setTitle(@sprite,@pics[@item])
        end
      end
      #--------------------------------------------------------------------------
      # * Frame Update : Splash Image
      #--------------------------------------------------------------------------
      def splash_update
        # If C is pressed
        if Input.trigger?(Input::C)
          @phase = 3
        end
        if Input.press?(Input::DOWN) &&
           Input.press?(Input::CTRL) &&
           Input.press?(Input::B)
          @phase=4
        end
        # Loads Sprite Splash Bitmap
        setTitle(@sprite,@splash)
        # Updates Start Logo Opacity
        @start.opacity += @o_speed
        # Changes Direction
        @o_speed *= -1 if @start.opacity >= 255 || @start.opacity <= 0
        # Updates Splash
        @sprite.opacity += @speed if @sprite.opacity < 255
      end
      #--------------------------------------------------------------------------
      # * Frame Update : Intro To Splash Transistion
      #--------------------------------------------------------------------------
      def to_splash_update
        @sprite.opacity > 0 ? @sprite.opacity -= @speed : @phase = 1
      end
      #--------------------------------------------------------------------------
      # * Frame Update : Splash To Title Transistion
      #--------------------------------------------------------------------------
      def to_title_update
        # Decrease Splash Opacity
        @sprite.opacity -= @speed if @sprite.opacity > 0
        # Decresh Start Logo Opacity
        @start.opacity -= @speed if @start.opacity > 0
        # Proceed to Title Screen
        if @sprite.opacity <= 0 && @start.opacity <= 0
           pbBGMStop()
           sscene=PokemonLoadScene.new
           sscreen=PokemonLoad.new(sscene)
           sscreen.pbStartLoadScreen
        end
      end
      def toDeleteUpdate
        # Decrease Splash Opacity
        @sprite.opacity -= @speed if @sprite.opacity > 0
        # Decresh Start Logo Opacity
        @start.opacity -= @speed if @start.opacity > 0
        # Proceed to Title Screen
        if @sprite.opacity <= 0 && @start.opacity <= 0
           pbBGMStop()
           sscene=PokemonLoadScene.new
           sscreen=PokemonLoad.new(sscene)
           sscreen.pbStartDeleteScreen
        end
      end
    end

    Thank you a lot, it worked, I was trying to find a pokemon essentials 2009 version.

    Try to change the Scene_Intro for the old one, from 2009 November:
    Code:
    #==============================================================================
    # Splash Screen
    #==============================================================================
    # Sephiroth Spawn
    # 01.08.06
    # Version 2
    # Modified by Harshboy/Flameguru
    #--------------------------------------------------------------------------
    # Call Using $scene = Scene_Intro.new([pics], splash_screen)
    #==============================================================================
    
    #==============================================================================
    # ** Scene_Intro
    #==============================================================================
    
    class Scene_Intro
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(pics, splash = nil)
        @pics, @splash = pics, splash
      end
      def setTitle(sprite,title)
        @cache={} if !@cache
        if @currentTitle!=title
          sprite.setBitmap("Graphics/Titles/#{title}")
          @currentTitle=title
        end
      end
      #--------------------------------------------------------------------------
      # * Main Processing
      #--------------------------------------------------------------------------
      def main
        # Loads Data System and Game System
        data_system = pbLoadRxData("Data/System")
        # Loads the Title.mid in Audio/BGM
        pbBGMPlay(data_system.title_bgm)
        # Instance Variables      
        @item, @speed, @o_speed, @phase = 0, 15, 20, 0
        # Background Images
        @sprite = IconSprite.new(0,0)
         setTitle(@sprite, @pics[@item])
         @sprite.opacity = 5
        # Start Logo
        @start = IconSprite.new(0,0)
          setTitle(@start,"Start")
          @start.y, @start.z, @start.opacity = 260, 10, 0 #250
        # Execute transition
        Graphics.transition
        # Main loop
        while $scene == self
          # Update game screen
          Graphics.update
          # Update input information
          Input.update
          # Frame update
          @sprite.update
          case @phase
          when 0; intro_update         # Into Updating
          when 1; splash_update       # Splash Updating
          when 2; to_splash_update  #  From Intro To Splash Transition
          when 3; to_title_update      # From Splash to Title Transtion
          when 4; toDeleteUpdate
          end
        end
        # Prepare for transition
        Graphics.freeze
        # Dispose of Sprites
        if @cache
         for i in @cache.values
          i.dispose
         end
        end
        @sprite.dispose
        @start.dispose
      end
      #--------------------------------------------------------------------------
      # * Frame Update : Intro Images
      #--------------------------------------------------------------------------
      def intro_update
        # If C is pressed
        if Input.trigger?(Input::C) && @speed>=0
          @phase = @splash.nil? ? 3 : 2
        end
        # Updates Sprite Opacity
        @sprite.opacity += @speed
        # Changes Direction
        @speed *= -1 if @sprite.opacity >= 255
        # Change Sprite
        if @sprite.opacity <= 0
          @item += 1
          @speed *= -1
          @item == @pics.size ? 
            @phase = @splash.nil? ? 3 : 2 :
            setTitle(@sprite,@pics[@item])
        end
      end
      #--------------------------------------------------------------------------
      # * Frame Update : Splash Image
      #--------------------------------------------------------------------------
      def splash_update
        # If C is pressed
        if Input.trigger?(Input::C)
          @phase = 3
        end
        if Input.press?(Input::DOWN) &&
           Input.press?(Input::CTRL) &&
           Input.press?(Input::B)
          @phase=4
        end
        # Loads Sprite Splash Bitmap
        setTitle(@sprite,@splash)
        # Updates Start Logo Opacity
        @start.opacity += @o_speed
        # Changes Direction
        @o_speed *= -1 if @start.opacity >= 255 || @start.opacity <= 0
        # Updates Splash
        @sprite.opacity += @speed if @sprite.opacity < 255
      end
      #--------------------------------------------------------------------------
      # * Frame Update : Intro To Splash Transistion
      #--------------------------------------------------------------------------
      def to_splash_update
        @sprite.opacity > 0 ? @sprite.opacity -= @speed : @phase = 1
      end
      #--------------------------------------------------------------------------
      # * Frame Update : Splash To Title Transistion
      #--------------------------------------------------------------------------
      def to_title_update
        # Decrease Splash Opacity
        @sprite.opacity -= @speed if @sprite.opacity > 0
        # Decresh Start Logo Opacity
        @start.opacity -= @speed if @start.opacity > 0
        # Proceed to Title Screen
        if @sprite.opacity <= 0 && @start.opacity <= 0
           pbBGMStop()
           sscene=PokemonLoadScene.new
           sscreen=PokemonLoad.new(sscene)
           sscreen.pbStartLoadScreen
        end
      end
      def toDeleteUpdate
        # Decrease Splash Opacity
        @sprite.opacity -= @speed if @sprite.opacity > 0
        # Decresh Start Logo Opacity
        @start.opacity -= @speed if @start.opacity > 0
        # Proceed to Title Screen
        if @sprite.opacity <= 0 && @start.opacity <= 0
           pbBGMStop()
           sscene=PokemonLoadScene.new
           sscreen=PokemonLoad.new(sscene)
           sscreen.pbStartDeleteScreen
        end
      end
    end

    Thank you a lot, it worked, I was trying to find a pokemon essentials 2009 version.
    :D
     
    Last edited:
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