RPG Maker Brasil
Gostaria de reagir a esta mensagem? Crie uma conta em poucos cliques ou inicie sessão para continuar.

Ir para baixo
kabrion
kabrion
Novato
Novato
Mensagens : 56
Reputação : 18

[RGSS2] HK Animated Title Empty [RGSS2] HK Animated Title

Dom Set 26, 2010 8:08 pm
Reputação da mensagem: 100% (1 votos)
[RGSS2] HK Animated Title

Introdução
Este é um script de um Title muito bem feito. O melhor que já vi na minha opnião =X. Espero que gostem.

Screenshot
[RGSS2] HK Animated Title Firstframen

Video


Instruções
Cole o script acima do Main.

Script
Código:
#==============================================================================
#  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
  end
end


Download
Download da Demo aqui.

Créditos
Hanzo Kimura
Max Keisers
Max Keisers
Membro
Membro
Masculino Mensagens : 267
Reputação : 49

[RGSS2] HK Animated Title Empty Re: [RGSS2] HK Animated Title

Dom Set 26, 2010 8:14 pm
Muito bom, tópico organizado, e muito interessante ! +RPT pra você amigo ! Ralph *-* (2)
kabrion
kabrion
Novato
Novato
Mensagens : 56
Reputação : 18

[RGSS2] HK Animated Title Empty Re: [RGSS2] HK Animated Title

Dom Set 26, 2010 8:22 pm
Reputação da mensagem: 100% (2 votos)
Vlw cara... fazendo o possível para ajudar o/
Caiobz009
Caiobz009
Novo Membro
Novo Membro
Mensagens : 136
Reputação : 51

[RGSS2] HK Animated Title Empty Re: [RGSS2] HK Animated Title

Dom Set 26, 2010 9:31 pm
Woooow ! Muito maneero cara.
+rep. (:
kabrion
kabrion
Novato
Novato
Mensagens : 56
Reputação : 18

[RGSS2] HK Animated Title Empty Re: [RGSS2] HK Animated Title

Dom Set 26, 2010 10:52 pm
Vlws man =D
Conteúdo patrocinado

[RGSS2] HK Animated Title Empty Re: [RGSS2] HK Animated Title

Ir para o topo
Permissões neste sub-fórum
Não podes responder a tópicos