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HK VS Animated Title

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Valkyrie Stories Animated Title

 

Introduction and Notes

This was the title screen Hanzo Kimura made for his project Valkyrie Stories, but as everyone should know he abandoned the project and released it open source. I got permission to port this animated title script to RGSS3 and post it here. There is no configuration part to this script so if you want to customize it you will need some scripting knowledge to do it. This script requires 1 audio file and 32 images, the audio file's name can be customized at the top of the script.

The list of images needed

 

Images go in Titles1 folder

Logo

Title_CommandBG01 - 544x416

Title_CommandBG02 - 544x416

Title_CommandBG03 - 536x70

Title_CommandBGBorder - 544x70

Title_CommandBGBorder02 - 544x70

Title_CommandBGBorder03 - 544x70

Title-ArrowL - 42x41

Title-ArrowR - 42x41

Title-BG - 544x416

Title-BGLayer - 544x416

Title-Continue01 - 544x43

Title-Continue02 - 544x43

Title-Continue03 - 544x43

Title-Continue04 - 544x43

Title-Continue05 - 544x43

Title-ContinueGlow - 544x83

Title-Exit01 - 544x43

Title-Exit02 - 544x43

Title-Exit03 - 544x43

Title-Exit04 - 544x43

Title-Exit05 - 544x43

Title-ExitGlow - 544x83

Title-New01 - 544x43

Title-New02 - 544x43

Title-New03 - 544x43

Title-New04 - 544x43

Title-New05 - 544x43

Title-NewGlow - 544x83

Title-Sparkle01 - 544x416

Title-Sparkle02 - 544x416

Title-Sparkle03 - 544x416

 

 

No I will not provide you will the images he used.

 

Script

http://pastebin.com/raw.php?i=xENG6qDF

 

Video:

http://youtu.be/jimN49abwm8

 

Credit:

Hanzo Kimura(Dream Core) - he made the script

Bravo2Kilo - ported it to RGSS3 and made it configurable

Edited by Bravo2Kilo

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Mm I have a kind of a problem.. The resolution is not kinda correct?.. I am using the original window resolution.. and the title pictures etc (png files like TitleBG and those blue arrows etc...." they are not in correct places?...

 

Whats wrong?

 

 

 

Also, bug found.

 

When pressing new game... it gives following script error:

 

script 'game_actor' line 119: NoMethodError Occured.

undefined method 'size' for nil:NilClass

 

 

 

Any help? :D

Edited by Wyrelade

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Hm, might be interested in trying that, though it would help to know what dimensions those files should preferably be. o.o

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Overall this is a neat script but you should really look into certain stuff that is not needed. For example you have load_bt_database, create_game_object etc (Look at my title script for reference in what is needed). You are also updating a few windows which is not required and instead you only need to use update_basic (part of Scene_Base) which updates the windows, graphics and user input.

 

Anyways, if you are wondering about something else just ask.

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Mm I have a kind of a problem.. The resolution is not kinda correct?.. I am using the original window resolution.. and the title pictures etc (png files like TitleBG and those blue arrows etc...." they are not in correct places?...[/background]

 

When pressing new game... it gives following script error:

 

script 'game_actor' line 119: NoMethodError Occured.

undefined method 'size' for nil:NilClass

I have no idea why your are getting an error like that it says the script where the error is coming from is game_actor this script doesn't even touch game_actor

and for the images not being correct, in Valkyrie Stories the resolution was set to 640x480 default is 544x416 i had to change the placement of the images when i ported this script to work with default resolution and if the images you are using are from his VS open source pack you will need to re-size each image. The images that are 640x480 re-size them to 544x416 and all the other ones re-size them to 85% of the size they are now(just multiply the image size by 0.85) to find what you need to re-size them to.

 

@Patrick S. i will add the dimension sizes to the original post

 

Update: I removed some of the useless parts of the script. Thanks Niclas for the help.

Edited by Bravo2Kilo

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nice job. ill ask nicely before I dive into it. Is there any way to get a 640 x 480 version? if not all good ill just dive in and try to find the numbers that need to be adjusted for placemnt of items but I figure Id ask a scripter first.

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when i ported the script i had to edit a lot of stuff to make it work for default resolution. I might edit it again later and make a 640x480 version.

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Bravo2kilo, Here is a little resolution fix for it I made, it fixes just a BIT of the problems.. but now, your turn to change the arrow positions and 1 other thing xD.. other wise this is now working...

 

 

#==============================================================================#
# ** Valkyrie Stories Animated Title
#------------------------------------------------------------------------------#
# ** Created by  : Hanzo Kimura
# ** Ported by   : Bravo2Kilo
# ** Resolution Change for window by: Wyrelade
# ** Date ported : 4/11/2012
# ** Date resolution changed: 4/13/2012
# ** Version	 : 1.0.5
#------------------------------------------------------------------------------#
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
#  This class performs the title screen processing.
#==============================================================================
class Scene_Title < Scene_Base
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
    @TITLE_SE = "System_TitleSelect"
    @VOLUME = 80
    @PITCH = 150
    @wavecount = 300
    @waveswitch = 0
    @sparklespeed1 = 0
    @sparklespeed2 = 0
    @sparklespeed3 = 0
    @sparklespeed4 = 0
    @sparklerandom1 = 0
    @sparklerandom2 = 0
    @sparklerandom3 = 0
    @sparklerandom4 = 0
    @sparklefade = 0
    @arrow_r_count = 0
    @arrow_l_count = 0
    @arrow_r_move = true
    @arrow_l_move = true
    @arrows_x_base_switch = true
    @arrow_x_check = 0
    @arrow_r_x_base1 = 0
    @arrow_r_x_base2 = 0
    @arrow_l_x_base1 = 0
    @arrow_l_x_base2 = 0
    @sparklefadeswitch = false
    @commandpoint = 0
    @commandanimate = 0
    @flashcount = 0
    @glowcount = 0
    @glowswitch = false
    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
    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
    SceneManager.snapshot_for_background
    dispose_title_graphic
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
    super
    @comsparkle1.ox -= 1
    @comsparkle1.oy += 1
    @comsparkle2.ox -= 1
    @comsparkle2.oy -= 1
    @comsparkle3.ox -= 1
    if @sparklespeed1 == 5
    @sparkle1.oy += 1
    @sparklespeed1 = 0
    @sparklerandom1 = rand(100)
    case @sparklerandom1
	 when 0..35
	   @sparkle1.ox += 1
	 when 36..70
	   @sparkle1.ox -= 1
	 end
    else
    @sparklespeed1 += 1
    end
    if @sparklespeed2 == 4
    @sparkle2.oy += 2
    @sparklespeed2 = 0
    @sparklerandom2 = rand(100)
    case @sparklerandom2
	 when 0..99
	   @sparkle2.ox += 1
	 end
    else
    @sparklespeed2 += 1
    end
  if @sparklespeed3 == 2
    @sparkle3.oy += 1
    @sparklespeed3 = 0
    @sparklerandom3 = rand(100)
    case @sparklerandom3
	 when 0..99
	   @sparkle3.ox -= 1
	 end
    else
    @sparklespeed3 += 1
 end
  if @sparklespeed4 == 10
    @sparkle4.oy += 1
    @sparklespeed4 = 0
    @sparklerandom4 = rand(100)
    case @sparklerandom4
	 when 0..99
	   @sparkle4.ox -= 1
	 end
    else
    @sparklespeed4 += 1
 end
  if @sparklefade == 200 && @sparklefadeswitch == false
	 if @sparkle4.opacity != 0
	   @sparkle4.opacity -= 1
	 else
	   @sparklefade = 0
	   @sparklefadeswitch = true
	 end
    elsif @sparklefade == 200 && @sparklefadeswitch == true
	 if @sparkle4.opacity != 255
	   @sparkle4.opacity += 1
	 else
	   @sparklefade = 0
	   @sparklefadeswitch = false
	 end
  else
	  @sparklefade += 1
    end
    #ARROW ANIMATION EFFECT
	 @arrow_r.update
	 @arrow_l.update
    if @arrows_x_base_switch == false
	 #RIGHT ARROW
    if @arrow_r_count == 5 && @arrow_r_move == false #Move to right
		    if @arrow_r_x_base1 != @arrow_r.x
			   @arrow_r.x += 1
			   @arrow_r_count = 0
			 else
			   @arrow_r_count = 0
			   @arrow_r_move = true
		    end
    elsif @arrow_r_count == 5 && @arrow_r_move == true #Move to Left
		    if @arrow_r_x_base2 != @arrow_r.x
			  @arrow_r.x -= 1
			  @arrow_r_count = 0
		    else
			  @arrow_r_count = 0
			  @arrow_r_move = false
		    end
    else
		    @arrow_r_count += 1
	  end
    # LEFT ARROW
    if @arrow_l_count == 5 && @arrow_l_move == true #Move to right
		    if @arrow_l_x_base1 != @arrow_l.x
			   @arrow_l.x += 1
			   @arrow_l_count = 0
			 else
			   @arrow_l_count = 0
			   @arrow_l_move = false
		    end
    elsif @arrow_l_count == 5 && @arrow_l_move == false #Move to Left
		    if @arrow_l_x_base2 != @arrow_l.x
			  @arrow_l.x -= 1
			  @arrow_l_count = 0
		    else
			  @arrow_l_count = 0
			  @arrow_l_move = true
		    end
    else
		    @arrow_l_count += 1
	  end
    end
    #ARROW ADJUSTMENT UPDATE
    if @arrows_x_base_switch == true
	  @arrow_r_x_base1 = @arrow_r_x_base + 3
	  @arrow_r_x_base2 = @arrow_r_x_base - 3
	  @arrow_l_x_base1 = @arrow_l_x_base + 3
	  @arrow_l_x_base2 = @arrow_l_x_base - 3
	  if @arrow_x_check != 2 #check if Arrows is in place
		    if @arrow_r.x != @arrow_r_x_base
			  if @arrow_r.x > @arrow_r_x_base
				    @arrow_r.x -= 10
			  elsif @arrow_r.x < @arrow_r_x_base
				    @arrow_r.x += 10
			  end
		    else
			  @arrow_x_check += 1
		    end
		    if @arrow_l.x != @arrow_l_x_base
			  if @arrow_l.x > @arrow_l_x_base
				    @arrow_l.x -= 10
			  elsif @arrow_l.x < @arrow_l_x_base
				    @arrow_l.x += 10
			  end
		    else
			  @arrow_x_check += 1
		    end
	  else
		    @arrows_x_base_switch = false
	  end
    end
    #LOGO WAVE EFFECT
    @wavelogo.update
    if @wavecount == 300
	  if @waveswitch == 0 && @wavelogo.opacity != 155
		    @wavelogo.opacity += 1
	  elsif @waveswitch == 0 && @wavelogo.opacity >= 155
	  @waveswitch = 1
	  end
	  if @waveswitch == 1 && @wavelogo.opacity != 0
		    @wavelogo.opacity -= 1
	  elsif @waveswitch == 1 && @wavelogo.opacity == 0
	  @wavecount = 0
	  @waveswitch = 0
	  end
    else
	  @wavecount += 1
    end
    #MENU COMMAND ANIMATION
    menu_command_update # MENU COMMAND ANIMATION UPDATE
    @menu.update
    #FLASH MENU ANIMATION
    if @flashcount == 120
    @menu.flash(Color.new(255,255,255), 20)
    @flashcount = 0
    else @flashcount += 1
    end
    #@command_window.update
    # 0 - NEW GAME
    # 1 - CONTINUE
    # 2 - EXIT
    if Input.trigger?(:RIGHT)
		    @arrow_x_check = 0
		    @arrow_r.flash(Color.new(255,255,255), 20)
		    Audio.se_play("Audio/SE/" + @TITLE_SE, @VOLUME, @PITCH)
		    @glowcount = 0
		    @menuglow.opacity = 0
		    @glowswitch = false
	  case @command_window.index
	  when 0 # NEWGAME TO CONTINUE
		    @sprite3.bitmap = Cache.title1("Title_CommandBGBorder03")
		    @arrow_r.x = 390
		    @arrow_l.x = 120
		    @arrow_r_x_base = 380
		    @arrow_l_x_base = 130
		    @commandanimate = 0
		    @commandpoint = 1
		    @command_window.index = 1
		    if @continue_enabled # CHANGE COLOR TO DISABLE IF NO SAVE EXIST
			  @menu.tone = Tone.new(0, 0, 0, 0)
			  @menuglow.tone = Tone.new(0, 0, 0, 0)
		    else
			  @menu.tone = Tone.new(0, 0, 0, 255)
			  @menuglow.tone = Tone.new(0, 0, 0, 255)
		    end
	  when 1 # CONTINUE TO EXIT
		    @sprite3.bitmap = Cache.title1("Title_CommandBGBorder02")
		    @arrow_r.x = 380
		    @arrow_l.x = 130
		    @arrow_r_x_base = 320
		    @arrow_l_x_base = 190
		    @menu.tone = Tone.new(0, 0, 0, 0)
		    @menuglow.tone = Tone.new(0, 0, 0,0)
		    @commandanimate = 0
		    @commandpoint = 2
		    @command_window.index = 2
	  when 2 # EXIT TO NEWGAME
		    @sprite3.bitmap = Cache.title1("Title_CommandBGBorder")
		    @arrow_r.x = 320
		    @arrow_l.x = 190
		    @arrow_r_x_base = 390
		    @arrow_l_x_base = 120
		    @commandanimate = 0
		    @commandpoint = 3
		    @command_window.index = 0
	  end
	  @arrows_x_base_switch = true
    end
    if Input.trigger?(:LEFT)
		    @arrow_x_check = 0
		    @arrow_l.flash(Color.new(255,255,255), 20)
		    Audio.se_play("Audio/SE/" + @TITLE_SE, @VOLUME, @PITCH)
		    @glowcount = 0
		    @menuglow.opacity = 0
		    @glowswitch = false
	  case @command_window.index
	  when 0 # NEWGAME TO EXIT
		    @sprite3.bitmap = Cache.title1("Title_CommandBGBorder02")
		    @arrow_r.x = 390
		    @arrow_l.x = 120
		    @arrow_r_x_base = 320
		    @arrow_l_x_base = 190
		    @commandanimate = 0
		    @commandpoint = 4
		    @command_window.index = 2
	  when 1 # CONTINUE TO NEWGAME
		    @sprite3.bitmap = Cache.title1("Title_CommandBGBorder")
		    @arrow_r.x = 380
		    @arrow_l.x = 130
		    @arrow_r_x_base = 390
		    @arrow_l_x_base = 120
		    @menu.tone = Tone.new(0, 0, 0, 0)
		    @menuglow.tone = Tone.new(0, 0, 0,0)
		    @commandanimate = 0
		    @commandpoint = 5
		    @command_window.index = 0
	  when 2 # EXIT TO CONTINUE
		    @sprite3.bitmap = Cache.title1("Title_CommandBGBorder03")
		    @arrow_r.x = 320
		    @arrow_l.x = 190
		    @arrow_r_x_base = 380
		    @arrow_l_x_base = 130
		    @commandanimate = 0
		    @commandpoint = 6
		    @command_window.index = 1
		    if @continue_enabled # CHANGE COLOR TO DISABLE IF NO SAVE EXIST
			  @menu.tone = Tone.new(0, 0, 0, 0)
			  @menuglow.tone = Tone.new(0, 0, 0, 0)
		    else
			  @menu.tone = Tone.new(0, 0, 0, 255)
			  @menuglow.tone = Tone.new(0, 0, 0, 255)
		    end
	  end
	  @arrows_x_base_switch = true
    end
    if Input.trigger?(:UP)
		    RPG::SE.stop
	  case @command_window.index
	  when 0 # NEWGAME TO CONTINUE
		    @command_window.index = 1
	  when 1 # CONTINUE TO EXIT
		    @command_window.index = 2
	  when 2 # EXIT TO NEWGAME
		    @command_window.index = 0
	  end
    end
    if Input.trigger?(:DOWN)
		    RPG::SE.stop
	  case @command_window.index
	  when 0 # NEWGAME TO EXIT
		    @command_window.index = 2
	  when 1 # CONTINUE TO NEWGAME
		    @command_window.index = 0
	  when 2 # EXIT TO CONTINUE
		    @command_window.index = 1
	  end
    end
    #COMMAND GLOW ANIMATION
    if @glowcount == 50 && @glowswitch == false
		    if @menuglow.opacity != 255
			   @menuglow.opacity += 3
		    else
			   @glowswitch = true
		    end
    elsif @glowcount == 50 && @glowswitch == true
		    if @menuglow.opacity != 0
			   @menuglow.opacity -= 3
		    else
			   @glowswitch = false
		    end
    else
		    @glowcount += 1
    end
    #COMMAND GLOW GRAPHIC UPDATE
    case @command_window.index
    when 0
	  @menuglow.bitmap = Cache.title1("Title-NewGlow")
    when 1
	  @menuglow.bitmap = Cache.title1("Title-ContinueGlow")
    when 2
	  @menuglow.bitmap = Cache.title1("Title-ExitGlow")
    end
    #
    if Input.trigger?(: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
 #--------------------------------------------------------------------------
 # Menu Command Update
 #--------------------------------------------------------------------------
 def menu_command_update
    if @commandpoint == 1  # NEWGAME TO CONTINUE
	  if @commandanimate != 10
		    @commandanimate += 1
		    case @commandanimate
		    when 1
			  @menu.bitmap = Cache.title1("Title-New02")
		    when 2
			  @menu.bitmap = Cache.title1("Title-New03")
		    when 3
			  @menu.bitmap = Cache.title1("Title-New04")
		    when 4
			  @menu.bitmap = Cache.title1("Title-New05")
		    when 5
			  @menu.bitmap = Cache.title1("Title-Continue05")
		    when 6
			  @menu.bitmap = Cache.title1("Title-Continue04")
		    when 7
			  @menu.bitmap = Cache.title1("Title-Continue03")
		    when 8
			  @menu.bitmap = Cache.title1("Title-Continue02")
		    when 9
			  @menu.bitmap = Cache.title1("Title-Continue01")
		    end
	  end
    end
    if @commandpoint == 2  # CONTINUE TO EXIT
	  if @commandanimate != 10
		    @commandanimate += 1
		    case @commandanimate
		    when 1
			  @menu.bitmap = Cache.title1("Title-Continue02")
		    when 2
			  @menu.bitmap = Cache.title1("Title-Continue03")
		    when 3
			  @menu.bitmap = Cache.title1("Title-Continue04")
		    when 4
			  @menu.bitmap = Cache.title1("Title-Continue05")
		    when 5
			  @menu.bitmap = Cache.title1("Title-Exit05")
		    when 6
			  @menu.bitmap = Cache.title1("Title-Exit04")
		    when 7
			  @menu.bitmap = Cache.title1("Title-Exit03")
		    when 8
			  @menu.bitmap = Cache.title1("Title-Exit02")
		    when 9
			  @menu.bitmap = Cache.title1("Title-Exit01")
		    end
	  end
    end
    if @commandpoint == 3  # EXIT TO NEWGAME
	  if @commandanimate != 10
		    @commandanimate += 1
		    case @commandanimate
		    when 1
			  @menu.bitmap = Cache.title1("Title-Exit02")
		    when 2
			  @menu.bitmap = Cache.title1("Title-Exit03")
		    when 3
			  @menu.bitmap = Cache.title1("Title-Exit04")
		    when 4
			  @menu.bitmap = Cache.title1("Title-Exit05")
		    when 5
			  @menu.bitmap = Cache.title1("Title-New05")
		    when 6
			  @menu.bitmap = Cache.title1("Title-New04")
		    when 7
			  @menu.bitmap = Cache.title1("Title-New03")
		    when 8
			  @menu.bitmap = Cache.title1("Title-New02")
		    when 9
			  @menu.bitmap = Cache.title1("Title-New01")
		    end
	  end
    end
    if @commandpoint == 4  # NEWGAME TO EXIT
	  if @commandanimate != 10
		    @commandanimate += 1
		    case @commandanimate
		    when 1
			  @menu.bitmap = Cache.title1("Title-New02")
		    when 2
			  @menu.bitmap = Cache.title1("Title-New03")
		    when 3
			  @menu.bitmap = Cache.title1("Title-New04")
		    when 4
			  @menu.bitmap = Cache.title1("Title-New05")
		    when 5
			  @menu.bitmap = Cache.title1("Title-Exit05")
		    when 6
			  @menu.bitmap = Cache.title1("Title-Exit04")
		    when 7
			  @menu.bitmap = Cache.title1("Title-Exit03")
		    when 8
			  @menu.bitmap = Cache.title1("Title-Exit02")
		    when 9
			  @menu.bitmap = Cache.title1("Title-Exit01")
		    end
	  end
    end
	 if @commandpoint == 5  # CONTINUE TO NEWGAME
	  if @commandanimate != 10
		    @commandanimate += 1
		    case @commandanimate
		    when 1
			  @menu.bitmap = Cache.title1("Title-Continue02")
		    when 2
			  @menu.bitmap = Cache.title1("Title-Continue03")
		    when 3
			  @menu.bitmap = Cache.title1("Title-Continue04")
		    when 4
			  @menu.bitmap = Cache.title1("Title-Continue05")
		    when 5
			  @menu.bitmap = Cache.title1("Title-New05")
		    when 6
			  @menu.bitmap = Cache.title1("Title-New04")
		    when 7
			  @menu.bitmap = Cache.title1("Title-New03")
		    when 8
			  @menu.bitmap = Cache.title1("Title-New02")
		    when 9
			  @menu.bitmap = Cache.title1("Title-New01")
		    end
	  end
    end
    if @commandpoint == 6  # EXIT TO CONTINUE
	  if @commandanimate != 10
		    @commandanimate += 1
		    case @commandanimate
		    when 1
			  @menu.bitmap = Cache.title1("Title-Exit02")
		    when 2
			  @menu.bitmap = Cache.title1("Title-Exit03")
		    when 3
			  @menu.bitmap = Cache.title1("Title-Exit04")
		    when 4
			  @menu.bitmap = Cache.title1("Title-Exit05")
		    when 5
			  @menu.bitmap = Cache.title1("Title-Continue05")
		    when 6
			  @menu.bitmap = Cache.title1("Title-Continue04")
		    when 7
			  @menu.bitmap = Cache.title1("Title-Continue03")
		    when 8
			  @menu.bitmap = Cache.title1("Title-Continue02")
		    when 9
			  @menu.bitmap = Cache.title1("Title-Continue01")
		    end
	  end
    end
    #====
 end
 #--------------------------------------------------------------------------
 # * Determine if Continue is Enabled
 #--------------------------------------------------------------------------
 def check_continue
    @continue_enabled = (Dir.glob('Save*.rvdata2').size > 0)
 end
 #--------------------------------------------------------------------------
 # * Create Title Graphic
 #--------------------------------------------------------------------------
 def create_title_graphic
    #LAYERING
    # 5 - Command
    # 4 - Sparkles Over, Menu
    # 3 - Logo
    # 2 - Command Sparkles Layer
    # 1 - LBGLayer,Command Sparkles
    # 0 - Sparkles Behind
    #-1 - BG
    @viewport1 = Viewport.new(0, 0, 544, 416)
    @viewport2 = Viewport.new(154, 279, 241, 38)
    @viewport4 = Viewport.new(0, 0, 544, 416)
    @viewport1.z = 4 # Sparkles Over
    @viewport2.z = 1 # Command Sparkles
    @sprite = Sprite.new
    @sprite.bitmap = Cache.title1("Title-BG")
    @sprite.z = -1
    @sprite2 = Sprite.new
    @sprite2.bitmap = Cache.title1("Title-BGLayer")
    @sprite2.z = 0 # LBGLayer
    @sprite3 = Sprite.new
    if @continue_enabled
	  @sprite3.bitmap = Cache.title1("Title_CommandBGBorder03")
    else
	  @sprite3.bitmap = Cache.title1("Title_CommandBGBorder")
    end
    @sprite3.z = 2 #Command Sparkles Layer
    @sprite3.y = 264
    @comsparkle1 = Plane.new(@viewport2)
    @comsparkle1.bitmap = Cache.title1("Title_CommandBG01")
    @comsparkle2 = Plane.new(@viewport2)
    @comsparkle2.bitmap = Cache.title1("Title_CommandBG02")
    @comsparkle3 = Plane.new(@viewport2)
    @comsparkle3.bitmap = Cache.title1("Title_CommandBG03")
    @comsparkle1.blend_type = @comsparkle2.blend_type = @comsparkle3.blend_type = 1
    @sparkle1 = Plane.new(@viewport1)
    @sparkle1.bitmap = Cache.title1("Title-Sparkle01")
    @sparkle1.blend_type = 1
    @sparkle1.opacity = 135
    @sparkle2 = Plane.new(@viewport4) #Sparkles Behind
    @sparkle2.bitmap = Cache.title1("Title-Sparkle02")
    @sparkle2.blend_type = 1
    @sparkle2.opacity = 175
    @sparkle3 = Plane.new(@viewport1)
    @sparkle3.bitmap = Cache.title1("Title-Sparkle03")
    @sparkle3.blend_type = 1
    @sparkle3.opacity = 215
    @sparkle4 = Plane.new(@viewport1)
    @sparkle4.bitmap = Cache.title1("Title-Sparkle02")
    @sparkle4.blend_type = 1
    @sparkle4.opacity = 135
    #Arrow Graphic Preparation
    @arrow_r = Sprite.new
    @arrow_r.bitmap = Cache.title1("Title-ArrowR")
    if @continue_enabled
	  @arrow_r.x = 380
    else
	  @arrow_r.x = 390
    end
    @arrow_r.y = 279
    @arrow_r.z = 5
    @arrow_r_x_base = @arrow_r.x
    @arrow_r_x_base1 = @arrow_r_x_base + 3
    @arrow_r_x_base2 = @arrow_r_x_base - 3
    @arrow_l = Sprite.new
    @arrow_l.bitmap = Cache.title1("Title-ArrowL")
    if @continue_enabled
	  @arrow_l.x = 130
    else
	  @arrow_l.x = 120
    end
    @arrow_l.y = 279
    @arrow_l.z = 5
    @arrow_l_x_base = @arrow_l.x
    @arrow_l_x_base1 = @arrow_l_x_base + 3
    @arrow_l_x_base2 = @arrow_l_x_base - 3
    @logo = Sprite.new
    @logo.bitmap = Cache.title1("Logo")
    @logo.x = 0
    @logo.y = 0
    @logo.z = 3
    @wavelogo = Sprite.new
    @wavelogo.bitmap = Cache.title1("Logo")
    @wavelogo.wave_amp = 2
    @wavelogo.wave_length = 5
    @wavelogo.wave_speed = 50
    @wavelogo.opacity = 155
    @wavelogo.x = 76
    @wavelogo.y = 17
    @wavelogo.z = 5
    @menu = Sprite.new
    if @continue_enabled
	  @menu.bitmap = Cache.title1("Title-Continue01")
    else
	  @menu.bitmap = Cache.title1("Title-New01")
    end
    @menu.y = 280
    @menu.z = 4
    @menuglow = Sprite.new
    if @continue_enabled
	  @menuglow.bitmap = Cache.title1("Title-ContinueGlow")
    else
	  @menuglow.bitmap = Cache.title1("Title-NewGlow")
    end
    @menuglow.opacity = 0
    @menuglow.y = 272
    @menuglow.z = 5
    @menuglow.blend_type = 1
 end
 #--------------------------------------------------------------------------
 # * Dispose of Title Graphic
 #--------------------------------------------------------------------------
 def dispose_title_graphic
    @sprite.bitmap.dispose
    @sprite.dispose
    @sprite2.dispose
    @sprite3.dispose
    @sparkle1.dispose
    @sparkle2.dispose
    @sparkle3.dispose
    @sparkle4.dispose
    @menuglow.dispose
    @comsparkle1.dispose
    @comsparkle2.dispose
    @comsparkle3.dispose
    @menu.dispose
    @logo.dispose
    @arrow_r.dispose
    @arrow_l.dispose
    @wavelogo.dispose
 end
 #--------------------------------------------------------------------------
 # * Create Command Window
 #--------------------------------------------------------------------------
 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(:shutdown, method(:command_shutdown))
    @command_window.x = (544 - 172) / 2
    @command_window.y = 544
    @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
    update until @command_window.close?
 end
 #--------------------------------------------------------------------------
 # * Play Title Screen Music
 #--------------------------------------------------------------------------
 def play_title_music
    $data_system.title_bgm.play
    RPG::BGS.stop
    RPG::ME.stop
 end
 #--------------------------------------------------------------------------
 # * [New Game] Command
 #--------------------------------------------------------------------------
 def command_new_game
    DataManager.setup_new_game
    close_command_window
    fadeout_all
    $game_map.autoplay
    SceneManager.goto(Scene_Map)
 end
 #--------------------------------------------------------------------------
 # * [Continue] Command
 #--------------------------------------------------------------------------
 def command_continue
    if @continue_enabled
	  close_command_window
	  SceneManager.call(Scene_Load)
    end
 end
 #--------------------------------------------------------------------------
 # * [shut Down] Command
 #--------------------------------------------------------------------------
 def command_shutdown
    close_command_window
    fadeout_all
    SceneManager.exit
 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
#--------------------------------#
# This part is made by wyrelade. #
#--------------------------------#
Graphics.resize_screen(640, 480)

 

 

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From where I can get those images? Where I can get that open source pack? Please help...

 

Make them your SELF... OR.. well.. DreamCore team deciced not to share the open source anymore.. but suddently, I still got the pack...

 

I could send only the image files for you.. I think that hanzo won't feel bad about that.

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Bravo2kilo, Here is a little resolution fix for it I made, it fixes just a BIT of the problems.. but now, your turn to change the arrow positions and 1 other thing xD.. other wise this is now working...

It looks like all you did was add that one line "Graphics.resize_screen(640x480)" and it not even needed for the 640x480 version of the script

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Is there a way you can just replace all the fixed resolutions with Graphics.width and Graphics.height, then minus a certain number of pixels?

 

So for x = 540 you can have Graphics.width - 4 and for y = 160 you can have Graphics.height - 256?

 

That way the script will take care of all the resolutions at once rather than having to need separate scripts for each resolution.

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Well, I got a open source of Valkyrie Stories. I took most of the graphics from there, edited the arrows and text a bit, and made my own logo. It just looks kinda retarded when the game actually plays.. Like said above, I also hope that you will add some confirguration options.

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Very nice translation (if there was) and porting! I love this title script, it looks great with my title graphics :D!

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Well, I got 2 things to say. Firstly I found a bug. I resized the pictures from Valkyrie Stories, changed them a bit and added my own logo. But, every 10 seconds, the title screens gets all blurry and then changes back. I don't know if it was me who did anything wrong, but I am nearly certain that it is a bg. The second thing is, if someone needs to rezise any pictures use this link: http://www.picresize.com/

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Just out of interest, what file extensions do the images need or doesn't it matter?

 

Make everything .png

 

PNG because when there is a blank background behind the picture in the canvas of a png picture file it will not overlap and clutter other pictures unless it is empty.

 

But you can use JPEG, but JPEG will automatically make the default background white and other picture formats as well... So the optimal choice for picture format is .png

 

^^

Edited by Xaiyeon

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Could someone please send me DreamCore source pack. :(

I will edit his pictures just wanna see how it's all suppose to look.

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Hanzo Kimura's Valkyrie Stories open source pack isn't up for grabs anymore. There is a screenshot in the original post you can look at and I could probably upload a video of it in action if that would help.

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