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CGMZ Credits By: Casper Gaming Last Update: 10/12/2021 Latest Version: 1.0.0 Introduction This plugin adds a "credits" option on the title screen which allows you to enter in different categories such as art, programming, etc. and credit the people who helped you make your game. Features Add a credits scene to your game Clickable links in credit scene Screenshots How to Use Import into plugin manager and enable the plugin. Some customization options are available. Further instructions in plugin. Plugin Plugin (along with all my other plugins) can be found here: https://www.caspergaming.com/plugins/cgmz/credits/ Requires CGMZ Core which can be found here: https://www.caspergaming.com/plugins/cgmz/core/ Credit & Terms https://www.caspergaming.com/terms-of-use/ Version Info
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Tutorial topic: How to show credits during gameplay. Brief description: Have you ever watched a movie and seen how the credits pop up as the opening action scene plays out? People are talking, fighting, doing all the movie things, but the credits appear and vanish along the way without disturbing the flow of action. It's become such a common thing that movie critics actually criticize films that don't do their opening credits in this way. This method will allow you to have that in your game without scripts or even a lot of special skill! Requirements: Obviously, you will need RPGMaker VX Ace (this should also work with everything but MZ as it only requires that you have access to the built in battle animations tab). Beyond that, you will need a simple photo editing software like Photoshop. I use GIMP because it's free and relatively simple to use. You can technically do this with paint, but if you do, you will need to use another service to make the background transparent. Before I discovered GIMP, I used lunapic as it's free and all online. This is inferior to GIMP in my opinion, but it has the advantage of not requiring the download of a frankly massive program. TL;DR: You need an RPGMaker that has the animation tab (so any except for MZ) and you need a way to edit pictures while keeping them transparent. Step 1; The Credit: To begin, we need to take a random base from the animations folder of the RTP. We're not actually going to change it, but rather, we're going to use it as a template. I used Thunder4 because it's one of the larger bases with room for 25 animation panels. I advise making a copy and pasting it into another folder, then working on the copy so that you don't accidentally overwrite the base picture. Once you have it loaded up in your editor, erase everything so that the only thing left is the transparent background, As shown here: Choose a small corner of the template then, and insert the text you want! Don't worry about it being more than one animation panel. It probably will be larger than one, depending on how much you have to type. For my test case, I used a simple "A Game By Aslanemperor" Save, export, or whatever you need to do. Take any extra steps you may need to make the image transparent. This is standard with GIMP, and I hear that Photoshop makes this pretty easy as well. Once this is done, simply import this into your game using the built in Resource manager in RPGMaker. Step Two; The Animation: This part can get a little time consuming, but is still VERY simple. My example took up two panels worth of room on the template (out of a max of 25). As such, I took those two panels, and set them side by side over where I wanted them to go. The animation system makes this very easy as everything is designed to lock neatly into place, so as long as you pay attention, it will be a simple matter to make everything look good. Now we figure how long you want your credit to show itself, and where you want it on the screen. For this example, I placed mine directly in the center. When you're putting together your frames, keep timing in mind. 1 second is equal to roughly 30 animation frames. Because of this, I set up the fade in to last through the first 26 frames, then had it hold solid for another 45, followed by a more rapid 15 frame fade out. I did this by right clicking each individual panel and adjusting the "Opacity" number. Because I wanted this to be close to a full second of fade in, I added 10 points to the value on every frame, making it go fully Opaque at frame 26, with a value of 255. This is why it can be a bit time consuming. Once you know what you're doing, however, it doesn't take long to put these together. It took me just over 5 minutes to put everything for this animation together. You'll notice that there's a box for the animation beyond just the scope of the target. That box represents your screen. Depending on where you want this to show up on the screen, that's where you'll place your animation box. For instance, if you align it with the top left of that box, it will show up on the top left corner of the screen. Step Three; Implementation: So, you've made your "Credits" animation, and you're ready to place it. The way I did it, was to have an event along the path the player has to follow, and when they walk over that area, it triggers the credit animation. I set the animation to be centered on the player. This way, it keeps on showing in the area I want as he walks: Don't forget when making your event that you want to set it to end after the player has walked past it. Also, DO NOT click for it to wait if you want your character to continue doing things while this shows. Conclusion: So, I found this entire process to be extremely easy, and can be done with things that anyone has access to (you can even manage this with just paint and a web browser). It's a unique way to put your credits into your game without a clunky opening video (which usually requires some sort of video editing software). If you have any questions, or you know an easier way to pull this off, I'm happy to hear it. I hope this helps someone!
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Good evening, that's my first time writing a script, then i don't know advanced scripts. That is my script: class Window_TitleCommand < Window_Command #-------------------------------------------------------------------------- # * Create Command List --> ADD #-------------------------------------------------------------------------- alias new_make_command_list make_command_list def make_command_list add_command(Vocab::new_game, :new_game) add_command(Vocab::continue, :continue, continue_enabled) add_command("Credits", :credits) add_command(Vocab::shutdown, :shutdown) end end class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # * Start Processing --> CALL #-------------------------------------------------------------------------- def create_command_window @command_window = Window_TitleCommand.new @command_window.set_handler(:new_game, method(:command_new_game)) @command_window.set_handler(:continue, method(:command_continue)) @command_window.set_handler(:credits, method(:command_credits)) @command_window.set_handler(:shutdown, method(:command_shutdown)) end #-------------------------------------------------------------------------- # * Create Background --> creation #-------------------------------------------------------------------------- def create_story_contents super @background_text = Sprite.new end #------------------------------------------------------------------- # * [Credits] Command #-------------------------------------------------------------------------- def command_credits close_command_window SceneManager.call(Scene_Credits) end end class Scene_Credits < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing --> START* VERY IMPORTANT #-------------------------------------------------------------------------- def start super create_command_window end #-------------------------------------------------------------------------- # * Pre-Termination Processing --> COMMAND CLOSE #-------------------------------------------------------------------------- def pre_terminate super @command_window.close end def make_command_list add_command(Vocab::to_title, :to_title) end #-------------------------------------------------------------------------- # * Create Background --> call #-------------------------------------------------------------------------- def create_background super @background_sprite.bitmap = Cache.picture("video-credits-hero") end #-------------------------------------------------------------------------- # * Create Command Window in the Credits --> CALL #-------------------------------------------------------------------------- def create_command_window @command_window = Window_GameEnd.new @command_window.set_handler(:to_title, method(:command_to_title)) end #-------------------------------------------------------------------------- # * [Go to Title] Command in the Credits #-------------------------------------------------------------------------- def command_to_title @command_window.close fadeout_all SceneManager.goto(Scene_Title) end end class Window_GameEnd < Window_Command #-------------------------------------------------------------------------- # * GO BACK TO THE TITLE --> ADD #-------------------------------------------------------------------------- def make_command_list add_command(Vocab::to_title, :to_title) end end I did a script to add a Credits Option. I made its option in the menu and its destination. When i play the game, it works like that: The script is working smoothly, but i would want a scrolling image and change the window position. Can you guys help me with my script? Thanks for hearing me.
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(This may be the wrong topic to discuss this in, if so, I apologise). I'm using the Steam version of Rpg Maker MV. So, I've imported a few tracks from the folder C:\Program Files (x86)\Steam\steamapps\common\RPG Maker MV\dlc\BaseResource\audio\bgm specifically, 03_A_Gentle_Breeze.ogg I don't see any credits file in this folder, and it seems to be something that comes with MV, but just in case, wanted to make sure, is this a file that needs to be credited?
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I'd like to hear some tips on how to make the end-game credits interesting and fun to look at. I mean, I could just have a wall of text, maybe on a nice background with nice background music, but what other options can I do to make nice credits? Also, when I write the credits, should I only list names of the people I credit, or the resources I'm using as well?
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Looking at the read me i still don't know how and who to credit
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So, I wanna ask about Credits.. Always found "credit me as 'name'" in scripts, resource etc.. 1. Do you need to pay for it or just do the credit scene without paying that person? 2. What happens when I didn't even credit that person? Thats the only thing I wanna ask about credits. And thanks for the help!
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adding new choice in the title screen
Totle Starwind posted a topic in Editor Support and Discussion
Hi i just want to add. if I will need a script to make additional choice in the title screen. or just proper eventing. example. 1.playing a video before the title screen if there are currently no save data 2. "extras" section where they can make the "opening video" play again, and credits page 3. option to delete save files- 5 replies
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- title screen
- credits
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Hello all! And this will be my first thread on these boards. I have recently started using the RPG maker (Got it during the steam December sale but had no time back then.) And have managed to get quite a few things done, none of which however I could have done alone. That's the reason why I decided to add a credits roll from the menu and with some hacking and copy-pasting around I finally managed to get my custom menu item to show up. Screenshot! Now I have found quite a few credits scripts but none seem to be for ACE And while the button 'works' right now and actually does load a custom scene that's where I am stuck. The custom scene, for testing is simply a copy of the 'game over' scene and I have no idea how to actually edit it into something usable for a credits roll yet. What I want it to do is simple, to play a BGM, and display a scrolling text over a series of background images. When the escape button is pressed I want it to return to the title. Ideally it might be nice if the dash button speeds the whole deal up, but that's optional. The question is, is it possible? Is it hard to do? Just in the hopes of helping other people that want to add buttons to the main menu I'll post what I did. Step 1: I edited "Window_TitleCommand" and replaced the "Create command list" section with #-------------------------------------------------------------------------- # * Create Command List #-------------------------------------------------------------------------- def make_command_list add_command(Vocab::new_game, :new_game) add_command(Vocab::continue, :continue, continue_enabled) add_command("Credits", :credits) add_command(Vocab::shutdown, :shutdown) end Step 2: In Scene_Title below the [new game] section and above the [continue] section I added #-------------------------------------------------------------------------- # * [Cedits] Command #-------------------------------------------------------------------------- def command_credits close_command_window fadeout_all SceneManager.goto(Scene_Credits) end And then I copy-pasted "Scene_GameOver" and renamed the duplicate to "Scene_Credits" Replacing: class Scene_Gameover < Scene_Base with class Scene_Credits < Scene_Base Aaand, that's about it. That's the limit of my coding abilities. I guess for a start I could edit the call to "Play_GameOver_Music" for starters and alter "def play_gameover_music RPG::BGM.stop RPG::BGS.stop $data_system.gameover_me.play" To the actual filename, but I don't even know how to do that! Ah, I feel like a total idiot. Any pointers on where to start improving?
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Hi, I was wondering how I can add a credits section to my title page (new game, continue, shutdown, credits) I saw a few scripts online but they didn't work for me, or explain how to set it, sorry for been a "newbie" about all this. Hope you can help, thanks