Help & Request Thread Page 7

Started by Dawson February 14th, 2007 7:56 AM
  • 57606 views
  • 816 replies

Shiny Umbreon

光るブラッキー

Age 30
Watching you from the shadows...
Seen May 2nd, 2016
Posted December 18th, 2010
3,656 posts
18.3 Years
I have a so whack question. How do you make a game start like: " Black screen, you see a professor and then you choose a boy/girl"? lol... Yeh, I know, poor me.
You mean no title screen or anything. Or you mean after you put "New Game"?

Seen November 10th, 2007
Posted October 30th, 2007
2,217 posts
16.9 Years
No, I mean like... Like a start of a usual Pokemon game. Of course there is new game whatever. But after that, normally a Professor will appear on a black background. Then you select your name, age, weight etc.


I left this community.

Soeur: Midori-Chi Soeur: Virtual Headache
Connaissance: mewthreew/armor

The Dash

Hurr.

Age 31
Lurking in the shadows of the Games Development fourms.
Seen June 12th, 2021
Posted July 29th, 2018
1,858 posts
17.7 Years
Thanks Weavile, another problem. Somewhere in an event I made it has broken teleporting. Here is a RMXP Project with the event. http://dasheo.com/downloads/RPG%20Maker/Problem.zip
When it gets to the Transfer Player event down at the bottom it just doesn't do it..

~Azura

Alright, purple is good.

Seen June 20th, 2012
Posted May 3rd, 2008
511 posts
17.1 Years
@Shiny Umbreon: here it goes, any changes you want, just ask for.

# 18:37 4/22/2007
#================================================================
#GAME_SYSTEM
#================================================================
class Game_System
  attr_accessor :save_slot
  alias azura_gamesystem_initialize initialize
  def initialize
    azura_gamesystem_initialize
    @save_slot = nil
  end
end
#================================================================
#END CLASS
#================================================================

#================================================================
#WINDOW_SAVEFILE
#================================================================
class Window_SaveFile
  def initialize(file_index, filename)
    super(0, 64 + file_index % 4 * 104, 640, 104)
    self.contents = Bitmap.new(width - 32, height - 32)
    @file_index = file_index
    @filename = "Save#{@file_index + 1}.rxdata"
    @time_stamp = Time.at(0)
    @file_exist = FileTest.exist?(@filename)
    if @file_exist
      file = File.open(@filename, "r")
      @time_stamp = file.mtime
      @characters = Marshal.load(file)
      @frame_count = Marshal.load(file)
      @game_system = Marshal.load(file)
      @game_switches = Marshal.load(file)
      @game_variables = Marshal.load(file)
      @total_sec = @frame_count / Graphics.frame_rate
      file.close
    end
    refresh
    @selected = false
    if @file_index != $game_system.save_slot and $game_system.save_slot != nil
      self.opacity = 120
    end
  end
end
#================================================================
#END CLASS
#================================================================

#================================================================
#SCENE_SAVE
#================================================================
class Scene_Save
  #==============================================================
  #UPDATE
  #==============================================================
  def update
    # Update windows
    @help_window.update
    for i in @savefile_windows
      i.update
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      if $game_system.save_slot == nil or @file_index == $game_system.save_slot
        # Call method: on_decision (defined by the subclasses)
        $game_system.save_slot = @file_index
        on_decision(make_filename(@file_index))
        $game_temp.last_file_index = @file_index
        return
      else
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
    end
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Call method: on_cancel (defined by the subclasses)
      on_cancel
      return
    end
    # If the down directional button was pressed
    if Input.repeat?(Input::DOWN)
      # If the down directional button pressed down is not a repeat,
      # or cursor position is more in front than 3
      if Input.trigger?(Input::DOWN) or @file_index < 3
        # Play cursor SE
        $game_system.se_play($data_system.cursor_se)
        # Move cursor down
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index + 1) % 4
        @savefile_windows[@file_index].selected = true
        return
      end
    end
    # If the up directional button was pressed
    if Input.repeat?(Input::UP)
      # If the up directional button pressed down is not a repeat、
      # or cursor position is more in back than 0
      if Input.trigger?(Input::UP) or @file_index > 0
        # Play cursor SE
        $game_system.se_play($data_system.cursor_se)
        # Move cursor up
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index + 3) % 4
        @savefile_windows[@file_index].selected = true
        return
      end
    end
  end
end
#================================================================
#END CLASS
#================================================================
I think it does what you asked for, if not, just tell me, ok? Place it above main and it should be ready to go.

~Azura.
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Shiny Umbreon

光るブラッキー

Age 30
Watching you from the shadows...
Seen May 2nd, 2016
Posted December 18th, 2010
3,656 posts
18.3 Years
@Shiny Umbreon: here it goes, any changes you want, just ask for.

# 18:37 4/22/2007
#================================================================
#GAME_SYSTEM
#================================================================
class Game_System
  attr_accessor :save_slot
  alias azura_gamesystem_initialize initialize
  def initialize
    azura_gamesystem_initialize
    @save_slot = nil
  end
end
#================================================================
#END CLASS
#================================================================

#================================================================
#WINDOW_SAVEFILE
#================================================================
class Window_SaveFile
  def initialize(file_index, filename)
    super(0, 64 + file_index % 4 * 104, 640, 104)
    self.contents = Bitmap.new(width - 32, height - 32)
    @file_index = file_index
    @filename = "Save#{@file_index + 1}.rxdata"
    @time_stamp = Time.at(0)
    @file_exist = FileTest.exist?(@filename)
    if @file_exist
      file = File.open(@filename, "r")
      @time_stamp = file.mtime
      @characters = Marshal.load(file)
      @frame_count = Marshal.load(file)
      @game_system = Marshal.load(file)
      @game_switches = Marshal.load(file)
      @game_variables = Marshal.load(file)
      @total_sec = @frame_count / Graphics.frame_rate
      file.close
    end
    refresh
    @selected = false
    if @file_index != $game_system.save_slot and $game_system.save_slot != nil
      self.opacity = 120
    end
  end
end
#================================================================
#END CLASS
#================================================================

#================================================================
#SCENE_SAVE
#================================================================
class Scene_Save
  #==============================================================
  #UPDATE
  #==============================================================
  def update
    # Update windows
    @help_window.update
    for i in @savefile_windows
      i.update
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      if $game_system.save_slot == nil or @file_index == $game_system.save_slot
        # Call method: on_decision (defined by the subclasses)
        $game_system.save_slot = @file_index
        on_decision(make_filename(@file_index))
        $game_temp.last_file_index = @file_index
        return
      else
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
    end
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Call method: on_cancel (defined by the subclasses)
      on_cancel
      return
    end
    # If the down directional button was pressed
    if Input.repeat?(Input::DOWN)
      # If the down directional button pressed down is not a repeat,
      # or cursor position is more in front than 3
      if Input.trigger?(Input::DOWN) or @file_index < 3
        # Play cursor SE
        $game_system.se_play($data_system.cursor_se)
        # Move cursor down
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index + 1) % 4
        @savefile_windows[@file_index].selected = true
        return
      end
    end
    # If the up directional button was pressed
    if Input.repeat?(Input::UP)
      # If the up directional button pressed down is not a repeat、
      # or cursor position is more in back than 0
      if Input.trigger?(Input::UP) or @file_index > 0
        # Play cursor SE
        $game_system.se_play($data_system.cursor_se)
        # Move cursor up
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index + 3) % 4
        @savefile_windows[@file_index].selected = true
        return
      end
    end
  end
end
#================================================================
#END CLASS
#================================================================
I think it does what you asked for, if not, just tell me, ok? Place it above main and it should be ready to go.

~Azura.
Thanks again Azura. The main idea is okay, and it works fine, but there are some problems:
1) There is no "File #" Text or information about the saved game (Heroes, Date Saved) as there was. It would be difficult to recognize saved games.
2) When you go back to the title and load files, the ones that were restricted in the last game are still dark.

I suppose you can fix those things.

~Azura

Alright, purple is good.

Seen June 20th, 2012
Posted May 3rd, 2008
511 posts
17.1 Years
Hmm, sorry but that doesn't happen to me at all...




Maybe some of your scripts are causing incompatibility. If that's the case, I won't be able to help you. Try the script in a fresh project, put it right above main.

Another thing that may be causing this issue is the non-legal version you may be using.

~Azura.
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Shiny Umbreon

光るブラッキー

Age 30
Watching you from the shadows...
Seen May 2nd, 2016
Posted December 18th, 2010
3,656 posts
18.3 Years
Hmm, sorry but that doesn't happen to me at all...




Maybe some of your scripts are causing incompatibility. If that's the case, I won't be able to help you. Try the script in a fresh project, put it right above main.

Another thing that may be causing this issue is the non-legal version you may be using.

~Azura.
The dark thing problem when Loading is okay in a new project. I might be able to fix it. The only script I'm using right now is the one you made for the intro. (I just added the Load Data thing on top and the BGM at the beginning of the intro.) Maybe if you reset the opacity of all files during the Scene_Intro script? I can't do that. I only know very basic script editing :(

I opened a project and saved and it was fine, then put your script and it's the same thing again. It's something like this:

~Azura

Alright, purple is good.

Seen June 20th, 2012
Posted May 3rd, 2008
511 posts
17.1 Years
Weird, it works for me. I won't be able to do anything if I can't really see the error.

Are you using a legal version? Does it work on a fresh project (no saved games, etc)?
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Shiny Umbreon

光るブラッキー

Age 30
Watching you from the shadows...
Seen May 2nd, 2016
Posted December 18th, 2010
3,656 posts
18.3 Years
Yeah, I meant to say the font.
In Main, line 10, it says: $defaultfonttype = "Tahoma". Just change Tahoma to another font.

He is not using a legal version. Look at the text at the top of his screen and compare it to yours.
So, I'll see what I can do about that.


A hard request: In the saved files, above the characters, there is some space. Is it possible to put 8 pictures above them. For each one, there will be a variable. If the variable is 0, it will be Picture 0 (Empty). If it's 1, Picture 1, and so on until Picture 4. It will help to determine the game's progress.

Shiny Umbreon

光るブラッキー

Age 30
Watching you from the shadows...
Seen May 2nd, 2016
Posted December 18th, 2010
3,656 posts
18.3 Years
Yes, it can be done. However, I won't be able to help you if the scripts don't work on illegal versions.
It's OK. I already said I'll try to get the solution soon. At least for now, I can try the script in the trial version.

It would be something like this:



The green and pink squares are supposed to be the eight pictures in their real size. They are each 27x26, for reference.