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Screen Contest #90

Kamikun






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Hanzo Kimura's Animated Title Screen

    lavezzinapoli7
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#1 Inviato 29 July 2011 - 11:14 AM

ciao a tutti come dal titolo avrei bisogno di questo script e magari se mi spiegate anche come funziona e come devo inserirlo ve ne sarei molto grato! :D

Immagine inserita



avanti napoli siamo tutti con te!



Immagine inserita


    SIMO696
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#2 Inviato 29 July 2011 - 11:15 AM

mi sembrava che esistesse gia' un topi con lo stesso titolo o sbaglio?


EDIT 1
http://www.rpg2s.net...t...31&hl=HANZO

lui usa quello script prova a chiedere a lui... cmq guardo un attimo in giro e vedo se te lo trovo

EDIT 2
bastava usare google e aprire il primo risultato che ti dava ....._.
#==============================================================================#  Hanzo Kimura's Animated Title Screen#  Scripted Date: 02/24/09#  PLEASE CREDIT: Hanzo Kimura#  if Your going to use this script for your title##  IMAGES USED(All in Graphics/System) Folder:#     "TitleBGLoop.jpg" - For Scrolling Upward Effect#     "TitleBGSprite.jpg" - For Horizantally Endless Scrolling#     "TitleCursor.png" - For the title cursor#     "TitleMenu01.png" - For the title Menu (First Menu Active)#     "TitleMenu02.png" - For the title Menu (Second Menu Active)#     "TitleMenu03.png" - For the title Menu (Third Menu Active)#     "TitleLogo.png" - For the Title Logo#     "TitleSpark01.png" - For the Title Spark#     "TitleSpark02.png" - For the Title Spark#     "TitleSymbol.png" - For the Title Symbol#     "TitleCursorStrike01.png" - For Title Cursor Strike Effect(Left)#     "TitleCursorStrike02.png" - For Title Cursor Strike Effect(Right)##$TITLE_MENU_X = 200     # Your Title Menu X Position$TITLE_MENU_Y = 260     # Your Title Menu Y Position$LOGO_X = 0             # Your Logo X Position$LOGO_Y = 0             # Your Logo Y Position$SPARK_COUNT = 350      # SPARK COUNT: Frames Before the Spark Appears again$SPARK_SPEED = 10       # The Speed of the Sparks$MENU_NEW = 260         # THE Y Position of the Cursor if NEW GAME$MENU_CONTINUE = 305    # THE Y Position of the Cursor if CONTINUE$MENU_EXIT = 345           # THE Y Position of the Cursor if EXIT$SYMBOL_SPEED = 1  #DONT EDIT BELOW$titleloop = 1$SYMBOL_RESET = false#------------------------------------------------------------------------------#  This class performs the title screen processing.#============================================================================== class Scene_Title < Scene_Base  #--------------------------------------------------------------------------  # * Initialize  #--------------------------------------------------------------------------  def initialize      end  #--------------------------------------------------------------------------  # * Main Processing  #--------------------------------------------------------------------------  def main    if $BTEST                         # If battle test      battle_test                     # Start battle test    else                              # If normal play      super                           # Usual main processing    end  end  #--------------------------------------------------------------------------  # * Start processing  #--------------------------------------------------------------------------  def start    super    load_database                     # Load database    create_game_objects               # Create game objects    check_continue                    # Determine if continue is enabled    create_title_graphic              # Create title graphic    create_command_window             # Create command window    play_title_music                  # Play title screen music  end  #--------------------------------------------------------------------------  # * Execute Transition  #--------------------------------------------------------------------------  def perform_transition    Graphics.transition(20)  end  #--------------------------------------------------------------------------  # * Post-Start Processing  #--------------------------------------------------------------------------  def post_start    super    open_command_window  end  #--------------------------------------------------------------------------  # * Pre-termination Processing  #--------------------------------------------------------------------------  def pre_terminate    super    close_command_window  end  #--------------------------------------------------------------------------  # * Termination Processing  #--------------------------------------------------------------------------  def terminate    super    dispose_command_window    snapshot_for_background    dispose_title_graphic  end  #--------------------------------------------------------------------------  # * Frame Update  #--------------------------------------------------------------------------  def update    super     #=======Wave Animation=========     @wave.update     #=======Symbol Animation=========     @symbol.ox -= $SYMBOL_SPEED     if $SYMBOL_RESET == true && @symbol.opacity == 0          $SYMBOL_RESET = false        elsif @symbol.opacity != 255          @symbol.opacity += 3        end     #=======Spark Animation========     @spark01.x += $SPARK_SPEED     @spark02.x -= $SPARK_SPEED     if $SPARK_COUNT != 0       $SPARK_COUNT -= 1     else       $SPARK_COUNT = 350       @spark01.x = -172       @spark02.x = 544     end     if @spark01.opacity != 255       @spark01.opacity += 20       @spark02.opacity += 20     end    #=======Background Animation=========    if @sprite.oy != 0      @sprite.oy -= 1    elsif @sprite.oy == 0      @sprite.ox += 1    end    if @wave.oy != 0      @wave.oy -= 1    elsif @wave.oy == 0      if $TITLE_LOOP == 1 && @wave.ox != 1289        @wave.ox += 1      else        $TITLE_LOOP == 2      end      if $TITLE_LOOP == 2 && @wave.ox != -1189        @wave.ox -= 1      else        $TITLE_LOOP == 1      end    end    #=======Menu Animation=========    case @command_window.index      when 0        @spark01.y = $MENU_NEW - 20        @spark02.y = $MENU_NEW        @symbol.oy = $MENU_NEW + 183        @strike1.y = $MENU_NEW        @strike2.y = $MENU_NEW        if @menu01.opacity != 255          @menu01.opacity += 20          @menu02.opacity -= 20          @menu03.opacity -= 20        end        if @cursor.y != $TITLE_MENU_Y          @cursor.y -= 5          end      when 1        @spark01.y = $MENU_CONTINUE - 20        @spark02.y = $MENU_CONTINUE        @symbol.oy = $MENU_CONTINUE + 93        @strike1.y = $MENU_CONTINUE        @strike2.y = $MENU_CONTINUE        if @menu02.opacity != 255          @menu02.opacity += 20          @menu01.opacity -= 20          @menu03.opacity -= 20        end        if @cursor.y != $MENU_CONTINUE && @cursor.y < $MENU_CONTINUE          @cursor.y += 5          elsif @cursor.y != $MENU_CONTINUE && @cursor.y > $MENU_CONTINUE          @cursor.y -= 5          end      when 2        @spark01.y = $MENU_EXIT - 20        @spark02.y = $MENU_EXIT        @symbol.oy = $MENU_EXIT + 13        @strike1.y = $MENU_EXIT        @strike2.y = $MENU_EXIT        if @menu03.opacity != 255          @menu03.opacity += 20          @menu02.opacity -= 20          @menu01.opacity -= 20        end        if @cursor.y != $MENU_EXIT          @cursor.y += 5        end      end    @command_window.update      #=======Cursor Animation=========  if @strike1.x != 0    @strike1.x += 11  end  if @strike2.x != 308    @strike2.x -= 12  end      check_menu    if Input.trigger?(Input::C)      case @command_window.index      when 0    #New game        command_new_game      when 1    # Continue        command_continue      when 2    # Shutdown        command_shutdown      end    end  end  #--------------------------------------------------------------------------  # * Checking Current Menu  #--------------------------------------------------------------------------  def check_menu    if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)      $SPARK_COUNT = 350      @spark01.x = -172      @spark02.x = 640      @spark01.opacity -= 255      @spark02.opacity -= 255      @symbol.opacity -= 255      $SYMBOL_RESET = true    case @command_window.index      when 0        @spark01.y = 280        @spark02.y = 300        @symbol.oy = 403        @strike1.y = 300        @strike2.y = 300        @strike1.x = -330        @strike2.x = 680      when 1        @spark01.y = 325        @spark02.y = 345        @symbol.oy = 358        @strike1.y = 345        @strike2.y = 345        @strike1.x = -330        @strike2.x = 680      when 2        @spark01.y = 365        @spark02.y = 385        @symbol.oy = 317        @strike1.y = 385        @strike2.y = 385        @strike1.x = -330        @strike2.x = 680      end    end  end  #--------------------------------------------------------------------------  # * Load Database  #--------------------------------------------------------------------------  def load_database    $data_actors        = load_data("Data/Actors.rvdata")    $data_classes       = load_data("Data/Classes.rvdata")    $data_skills        = load_data("Data/Skills.rvdata")    $data_items         = load_data("Data/Items.rvdata")    $data_weapons       = load_data("Data/Weapons.rvdata")    $data_armors        = load_data("Data/Armors.rvdata")    $data_enemies       = load_data("Data/Enemies.rvdata")    $data_troops        = load_data("Data/Troops.rvdata")    $data_states        = load_data("Data/States.rvdata")    $data_animations    = load_data("Data/Animations.rvdata")    $data_common_events = load_data("Data/CommonEvents.rvdata")    $data_system        = load_data("Data/System.rvdata")    $data_areas         = load_data("Data/Areas.rvdata")  end  #--------------------------------------------------------------------------  # * Load Battle Test Database  #--------------------------------------------------------------------------  def load_bt_database    $data_actors        = load_data("Data/BT_Actors.rvdata")    $data_classes       = load_data("Data/BT_Classes.rvdata")    $data_skills        = load_data("Data/BT_Skills.rvdata")    $data_items         = load_data("Data/BT_Items.rvdata")    $data_weapons       = load_data("Data/BT_Weapons.rvdata")    $data_armors        = load_data("Data/BT_Armors.rvdata")    $data_enemies       = load_data("Data/BT_Enemies.rvdata")    $data_troops        = load_data("Data/BT_Troops.rvdata")    $data_states        = load_data("Data/BT_States.rvdata")    $data_animations    = load_data("Data/BT_Animations.rvdata")    $data_common_events = load_data("Data/BT_CommonEvents.rvdata")    $data_system        = load_data("Data/BT_System.rvdata")  end  #--------------------------------------------------------------------------  # * Create Game Objects  #--------------------------------------------------------------------------  def create_game_objects    $game_temp          = Game_Temp.new    $game_message       = Game_Message.new    $game_system        = Game_System.new    $game_switches      = Game_Switches.new    $game_variables     = Game_Variables.new    $game_self_switches = Game_SelfSwitches.new    $game_actors        = Game_Actors.new    $game_party         = Game_Party.new    $game_troop         = Game_Troop.new    $game_map           = Game_Map.new    $game_player        = Game_Player.new  end  #--------------------------------------------------------------------------  # * Determine if Continue is Enabled  #--------------------------------------------------------------------------  def check_continue    @continue_enabled = (Dir.glob('Save*.rvdata').size > 0)  end  #--------------------------------------------------------------------------  # * Create Title Graphic  #--------------------------------------------------------------------------  def create_title_graphic    @viewport1 = Viewport.new(0, 0, 1288, 891)    @viewport2 = Viewport.new(0, 0, 824, 480)    @viewport2.z = 10    @sprite = Plane.new(@viewport1)    @sprite.bitmap = Cache.system("TitleBGLoop")    @sprite.oy = 371    @sprite.ox = 100    @sprite.z = -100    @wave = Sprite.new(@viewport1)    @wave.bitmap = Cache.system("TitleBGSprite")    @wave.oy = 371    @wave.ox = 100    @wave.wave_amp = 50    @wave.wave_length = 440    @wave.wave_speed = 1250      @wave.opacity = 125    @wave.z = 5    @logo = Sprite.new    @logo.bitmap = Cache.system("TitleLogo")    @logo.x = $LOGO_X    @logo.y = $LOGO_Y    @logo.z = 10    @menu01 = Sprite.new    @menu01.bitmap = Cache.system("TitleMenu01")    @menu01.x = $TITLE_MENU_X    @menu01.y = $TITLE_MENU_Y    @menu02 = Sprite.new    @menu02.bitmap = Cache.system("TitleMenu02")    @menu02.x = $TITLE_MENU_X    @menu02.y = $TITLE_MENU_Y    @menu02.opacity = 0    @menu03 = Sprite.new    @menu03.bitmap = Cache.system("TitleMenu03")    @menu03.x = $TITLE_MENU_X    @menu03.y = $TITLE_MENU_Y    @menu03.opacity = 0    @cursor = Sprite.new    @cursor.bitmap = Cache.system("TitleCursor")    @cursor.x = $TITLE_MENU_X    @cursor.y = $TITLE_MENU_Y    @cursor.z = 12    @strike1 = Sprite.new    @strike1.bitmap = Cache.system("TitleCursorStrike01")    @strike1.x = 0    @strike1.y = 300    @strike1.z = 9    @strike2 = Sprite.new    @strike2.bitmap = Cache.system("TitleCursorStrike02")    @strike2.x = 308    @strike2.y = 300    @strike2.z = 9    @symbol = Plane.new(@viewport2)    @symbol.bitmap = Cache.system("TitleSymbol")    @symbol.oy = 403    @symbol.ox = 100    @spark01 = Sprite.new    @spark01.bitmap = Cache.system("TitleSpark01")    @spark01.y = 280    @spark01.x = -172    @spark01.z = 12    @spark02 = Sprite.new    @spark02.bitmap = Cache.system("TitleSpark02")    @spark02.y = 300    @spark02.x = 640    @spark02.z = 12    @menu01.z = @menu02.z = @menu03.z = 13    if @continue_enabled        @menu01.opacity = 0      @menu02.opacity = 255      @cursor.y = 345      @strike1.y = 345      @strike2.y = 345      @symbol.oy = 358      end  end  #--------------------------------------------------------------------------  # * Dispose of Title Graphic  #--------------------------------------------------------------------------  def dispose_title_graphic    @sprite.dispose    @wave.dispose    @logo.dispose    @menu01.dispose    @menu02.dispose    @menu03.dispose    @cursor.dispose    @strike1.dispose    @strike2.dispose    @symbol.dispose    @spark01.dispose    @spark02.dispose    @wave.bitmap.dispose    @logo.bitmap.dispose    @menu01.bitmap.dispose    @menu02.bitmap.dispose    @menu03.bitmap.dispose    @cursor.bitmap.dispose    @strike1.bitmap.dispose    @strike2.bitmap.dispose    @spark01.bitmap.dispose    @spark02.bitmap.dispose  end  #--------------------------------------------------------------------------  # * Create Command Window  #--------------------------------------------------------------------------  def create_command_window    s1 = Vocab::new_game    s2 = Vocab::continue    s3 = Vocab::shutdown    @command_window = Window_Command.new(172, [s1, s2, s3])    @command_window.x = (640 - @command_window.width) / 2    @command_window.y = 998    if @continue_enabled                    # If continue is enabled      @command_window.index = 1             # Move cursor over command    else                                    # If disabled      @command_window.draw_item(1, false)   # Make command semi-transparent    end    @command_window.openness = 0    @command_window.open  end  #--------------------------------------------------------------------------  # * Dispose of Command Window  #--------------------------------------------------------------------------  def dispose_command_window    @command_window.dispose  end  #--------------------------------------------------------------------------  # * Open Command Window  #--------------------------------------------------------------------------  def open_command_window    @command_window.open    begin      @command_window.update      Graphics.update    end until @command_window.openness == 255  end  #--------------------------------------------------------------------------  # * Close Command Window  #--------------------------------------------------------------------------  def close_command_window    @command_window.close    begin      @command_window.update      Graphics.update    end until @command_window.openness == 0  end  #--------------------------------------------------------------------------  # * Play Title Screen Music  #--------------------------------------------------------------------------  def play_title_music    $data_system.title_bgm.play    RPG::BGS.stop    RPG::ME.stop  end  #--------------------------------------------------------------------------  # * Check Player Start Location Existence  #--------------------------------------------------------------------------  def confirm_player_location    if $data_system.start_map_id == 0      print "Player start location not set."      exit    end  end  #--------------------------------------------------------------------------  # * Command: New Game  #--------------------------------------------------------------------------  def command_new_game    confirm_player_location    Sound.play_decision    $game_party.setup_starting_members            # Initial party    $game_map.setup($data_system.start_map_id)    # Initial map position    $game_player.moveto($data_system.start_x, $data_system.start_y)    $game_player.refresh    $scene = Scene_Map.new    RPG::BGM.fade(1500)    close_command_window    Graphics.fadeout(60)    Graphics.wait(40)    Graphics.frame_count = 0    RPG::BGM.stop    $game_map.autoplay  end  #--------------------------------------------------------------------------  # * Command: Continue  #--------------------------------------------------------------------------  def command_continue    if @continue_enabled      Sound.play_decision      $scene = Scene_File.new(false, true, false)    else      Sound.play_buzzer    end  end  #--------------------------------------------------------------------------  # * Command: Shutdown  #--------------------------------------------------------------------------  def command_shutdown    Sound.play_decision    RPG::BGM.fade(800)    RPG::BGS.fade(800)    RPG::ME.fade(800)    $scene = nil  end  #--------------------------------------------------------------------------  # * Battle Test  #--------------------------------------------------------------------------  def battle_test    load_bt_database                  # Load battle test database    create_game_objects               # Create game objects    Graphics.frame_count = 0          # Initialize play time    $game_party.setup_battle_test_members    $game_troop.setup($data_system.test_troop_id)    $game_troop.can_escape = true    $game_system.battle_bgm.play    snapshot_for_background    $scene = Scene_Battle.new  endend

Modificato da SIMO696, 29 July 2011 - 11:24 AM.

I'm working for a new project




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