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[RMMV] Animated Title Cirno

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So very cute and pretty! I love *Q* When I get MV....there's so much I want to try out.....XD

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Umm, forgive me for asking, but how do I actually get this to work?

I've installed the plugin and copied the graphics over to test it out, but all I get is a black title screen.

I also made 3 PNGs and named them "Cirno1, 2 and 3 and saved them in "Pictures" but still nothing.

 

I couldn't find any instructions, so sorry for asking ;-;

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All you have to do is place the js file in the plugins folder, the graphics into the systems folder, and then on the plugin manager, make sure you turn it on.

 

The thing with the graphics is that it shouldn't be something that has a background, in other words it should be rendered, and those that are transparent form of PNGs. 

 

I tried it in a fresh / vanilla project and it works perfectly.

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Yea, the PNGs are transparent BG's and such.

Do the PNG graphics go into System also, or into the Pictures folder?

 

 

I have the plugin near the top also, but I'll keep trying it out :)

It's a really pretty menu you've made~

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Hmm, wait, I made a new version and have all the images back again, can you check it now?

 

Go to my site to download it again, this time it should perfectly work.

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Ah, I got it to work on a fresh project, and also was originally putting the 3 PNGs into the "Pictures" folder because I am dumb and didn't consider the "System" folder.

It must be a compatibility issue on the other project then. I'll keep trying though :)

 

Also, downloaded the newer folder. it contained the extra stuff so thank you :)

 

 EDIT

Nevermind, it works completely now :D

Only problem I have now is the resolution, but the plugin itself is working perfectly fine now :D

Thank you ^^

Edited by Takeo212

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You're welcome. Are you using a Yanfly Plugin that changes the resolution, perhaps?

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Yep. I wanted to use Glasses/MrTrivel's Monster Book since it's essential for collecting later, and it only supported a certain resolution.

Is it possible to change the resolution for this maybe within the js? I'm not familiar with coding yet so I want to ask before I go and destroy the work you've done. The wall of text doesn't agree with my eyes either unfortunately.

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I will try to make a more configured version of this that supports how Yanfly changes the resolution. This is rather a fixed version, so I might do another version for it later.

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EDIT: Nevermind, I found the "ScrollLine" file after re-downloading the plugin, I must've accidentally deleted it.

 

EDIT (again): Is there any way to stop the character portraits from swaying back and forth like they do? My

portraits are much smaller, and it just looks strange.

Edited by YamiKitsune

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Hi, please download the newer version.

 

Version 2

 

That version allows you to have a bigger configuration of the script.

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Hi, please download the newer version.

 

Version 2

 

That version allows you to have a bigger configuration of the script.

I Highly appreciate the fact you updated it for us. But-

 

For some reason, now I just get he default title screen when I start up my game.

 

I didn't change any files or anything, I just updated the plugin. Could you maybe explain to me what happened? Maybe I did somethin' wrong?

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Wow, lol, I made a one word mistake.

 

Use this:

 

 

 

//----------------------------------------------------------
// Animated Title Cirno.js
//----------------------------------------------------------

/*:
 * @plugindesc Animated Title Cirno
 * @author Soulpour777
 *
 * @help //----------------------------------------------------------
// [RMMV] Animated Title Cirno
// Version: 1.0
// Author: Soulpour777
//----------------------------------------------------------
 *
 * @param AnimatePortraits
 * @desc Would you like to animate the portraits back and forth?
 * @default true
 *
 * @param TitleCommandImages
 * @desc The list contains the names of the images of your title command.
 * @default TitleMenu01, TitleMenu02, TitleMenu03
 *
 * @param ScrollingText
 * @desc The name of the scrolling text image for the title.
 * @default ScrollText
 *
 * @param ScrollingLine
 * @desc The name of the scrolling line image for the title.
 * @default ScrollLine
 *
 * @param ScrollingLineWidth
 * @desc The width of the scrolling line image for the title.
 * @default 816
 *
 * @param ScrollingLineHeight
 * @desc The height of the scrolling line image for the title.
 * @default 38
 * 
 * @param ContinueDisabled
 * @desc The image displayed if there's no save data and its under continue mark.
 * @default TitleMenu02_B
 *   
 * @param DisableDrawingOfTitle
 * @desc Disable the Draw Game Title, because it is annoying. True or false?
 * @default True
 *
 * @param TitleParticles
 * @desc Name of particle you are using.
 * @default Title_Particle
 * 
 * @param ParticleSpeed
 * @desc How fast the animation of the particle should go.
 * @default 0.9
 * 
 * @param ParticleWidth
 * @desc Width of your particle image.
 * @default 816
  * 
 * @param ParticleHeight
 * @desc height of your particle image.
 * @default 624
 *  
 * @param PortraitImages
 * @desc The portrait array that holds all list of portrait names (without "" marks).
 * @default Cirno1, Cirno2, Cirno3
 *
 * @param ImageTitle
 * @desc The title logo you are using.
 * @default Title
 *
 * @param PortraitsOpacity
 * @desc Opacity of the Portraits you are using.
 * @default 200
 *
 * @param PortraitFadeInSpeed
 * @desc Amount of Fade In Speed when portrait is shown in the title screen.
 * @default 10 
 *
 * @param PortraitFadeOutSpeed
 * @desc Amount of Fade Out Speed when portrait is shown in the title screen.
 * @default 10  
 *
 * @param BackgroundOverlayOpacity
 * @desc The amount of opacity the overlay background on the title should be shown.
 * @default 150
 *  
 * @param TitleLogoOpacity
 * @desc Amount of opacity your title logo should be shown or appearing at.
 * @default 10
 *   
 * @param TitleLogoOpacityIncrease
 * @desc Speed of the logo's fade in when shown at the beginning of the title screen.
 * @default 1
 *  
 * @param TitleSprite1
 * @desc The name of the first image on your title.
 * @default TitleBGLoop
 *  
 * @param TitleSprite2
 * @desc The name of the second image on your title.
 * @default TitleBG
 *   
 */

// Alias Methods
var _alias_soul_prototype_create_command_window = Scene_Title.prototype.createCommandWindow;
var _alias_soul_prototype_scene_title_update = Scene_Title.prototype.update;
var _alias_soul_prototype_scene_title_terminate = Scene_Title.prototype.terminate;
var _alias_soul_prototype_scene_title_start = Scene_Title.prototype.start;
var _alias_soul_prototype_scene_title_create = Scene_Title.prototype.create;

var Imported = Imported || {};
Imported.AnimatedTitleCirno = true;
var Soulpour777 = Soulpour777 || {};
Soulpour777.params = PluginManager.parameters('Animated Title Cirno'); 

// Parameter call
// var params = PluginManager.parameters('Animated Title Cirno'); 
var titleSprite1 = String(Soulpour777.params['TitleSprite1'] || "TitleBGLoop");
var titleSprite2 = String(Soulpour777.params['TitleSprite2'] || "TitleBG");
// Command Parameter
var title_images_list = Soulpour777.params['TitleCommandImages'].split(/\s*,\s*/).filter(function(value) { return !!value; });

// Portraits Parameter
var portrait_images_list = Soulpour777.params['PortraitImages'].split(/\s*,\s*/).filter(function(value) { return !!value; });

// Scrolling Objects parameter
var scroll_line = String(Soulpour777.params['ScrollingLine'] || "ScrollLine");
var scroll_text = String(Soulpour777.params['ScrollingText'] || "ScrollText");
var scrollLineWidth = Number(Soulpour777.params['ScrollingLineWidth'] || 816);
var scrollLineHeight = Number(Soulpour777.params['ScrollingLineHeight'] || 38);
// Continue Disabled Parameter
var continue_is_disabled = String(Soulpour777.params['ContinueDisabled'] || "TitleMenu02_B");

// Disable Drawing of Title Parameter
var disableDrawingTitle = Boolean(Soulpour777.params['DisableDrawingOfTitle'] || true);

// Title Image Parameters
var titleImage = String(Soulpour777.params['ImageTitle'] || "Title");
var titleImageOpacity = Number(Soulpour777.params['TitleLogoOpacity'] || 10);
var titleImageOpacityIncreaseSpeed = Number(Soulpour777.params['TitleLogoOpacityIncrease'] || 1);

// Particle Parameters
var titleParticle = String(Soulpour777.params['TitleParticles'] || "Title_Particle");
var titleParticleSpeed = Number(Soulpour777.params['ParticleSpeed'] || 0.9);
var titleParticleWidth = Number(Soulpour777.params['ParticleWidth'] || 816);
var titleParticleHeight = Number(Soulpour777.params['ParticleHeight'] || 624);
// Portraits Parameter
var portraits_opacity = Number(Soulpour777.params['PortraitsOpacity'] || 200);
var portraits_fadeIn_increase = Number(Soulpour777.params['PortraitFadeInSpeed'] || 10);
var portraits_fadeIn_decrease = Number(Soulpour777.params['PortraitFadeOutSpeed'] || 10);
var portraits_animate = String(Soulpour777.params['AnimatePortraits'] || "true");
// Backgrounds Parameter
var secondBackgroundOpacity = Number(Soulpour777.params['BackgroundOverlayOpacity'] || 150);

Scene_Title.prototype.titleScreenCommand;
Scene_Title.prototype.particle1;
Scene_Title.prototype.scrollLine;
Scene_Title.prototype.scrollText;
Scene_Title.prototype.title_sprite1;
Scene_Title.prototype.title_sprite2;
Scene_Title.prototype.portrait_images;
Scene_Title.prototype.title_image = titleImage;
Scene_Title.prototype.particle_image;

Scene_Title.prototype.createForeground = function() {
    this._gameTitleSprite = new Sprite(new Bitmap(Graphics.width, Graphics.height));
    this.addChild(this._gameTitleSprite);
    if (!disableDrawingTitle) {
        this.drawGameTitle();
    }
};

Scene_Title.prototype.create = function() {
    _alias_soul_prototype_scene_title_create.call(this);
    for(var i = 0; i < portrait_images_list.length; i++) {
        ImageManager.loadSystem(portrait_images_list[i]);
    }    
    this.portrait_images = null;
    this._lastBitmapIndex = this._commandWindow._index;
    this.create_portrait();    
};

Scene_Title.prototype.create_titleDrawing = function() {
    this._gameTitleImage = new Sprite();
    this._gameTitleImage.bitmap = ImageManager.loadSystem(this.title_image);
    this._gameTitleImage.opacity = titleImageOpacity;
    this.addChildAt(this._gameTitleImage, 7);
}

Scene_Title.prototype.create_particle = function() {
    this.particle_image = new TilingSprite();
    this.particle_image.move(0, 0, titleParticleWidth, titleParticleHeight);
    this.particle_image.bitmap = ImageManager.loadSystem(titleParticle);
    this.particle_image.opacity = secondBackgroundOpacity;
    this.addChildAt(this.particle_image, 7);
}

Scene_Title.prototype.update_particle = function() {
    this.particle_image.origin.y += titleParticleSpeed;
}


Scene_Title.prototype.createCommandWindow = function() {
	_alias_soul_prototype_create_command_window.call(this);
    this._commandWindow.x = -Graphics.width;
    this._commandWindow.y = -Graphics.height;
    this._commandWindow.visible = false;
};


Scene_Title.prototype.start = function() {
    Scene_Base.prototype.start.call(this);
    SceneManager.clearStack();
    // this.centerSprite(this._backSprite1);
    // this.centerSprite(this._backSprite2);
    this.playTitleMusic();
    this.startFadeIn(this.fadeSpeed(), false);
    // new functions
    this.createCommandImages();
    this.create_scrollLineAndText();
    this.create_titleDrawing();
    this.create_particle();
};

Scene_Title.prototype.update = function() {
    _alias_soul_prototype_scene_title_update.call(this);
    if (DataManager.isAnySavefileExists()) {
        this.titleScreenCommand.bitmap = ImageManager.loadSystem(title_images_list[this._commandWindow._index]);
    } else {
        if (this._commandWindow._index == 1) {
            this.titleScreenCommand.bitmap = ImageManager.loadSystem(continue_is_disabled);
        } else {
            this.titleScreenCommand.bitmap = ImageManager.loadSystem(title_images_list[this._commandWindow._index]);
        }
    }

    //update coordinates

    if(TouchInput.isTriggered() && TouchInput._x > Graphics.width / 2 - 100 && TouchInput._x < Graphics.width / 2 + 100 
        && TouchInput._y > 440 && TouchInput._y < 480) {
        this._commandWindow._index = 0;  
        SoundManager.playCursor();
        this._commandWindow.processOk();
    
    }

    if(TouchInput.isTriggered() && TouchInput._x > Graphics.width / 2 - 140 && TouchInput._x < Graphics.width / 2 + 140 
        && TouchInput._y > 500 && TouchInput._y < 540) {
        SoundManager.playCursor();
        this._commandWindow._index = 1;
        SoundManager.playCursor();
        this._commandWindow.processOk();
    }

    if(TouchInput.isTriggered() && TouchInput._x > Graphics.width / 2 - 140 && TouchInput._x < Graphics.width / 2 + 140 
        && TouchInput._y > 540 && TouchInput._y < 560) {
        SoundManager.playCursor();
        this._commandWindow._index = 2;
        SoundManager.playCursor();
        this._commandWindow.processOk();
    }

    this._lastBitmapIndex = this._commandWindow._index;
        if(this.portrait_images.opacity <= 0){
          this.portrait_images.bitmap = ImageManager.loadSystem(portrait_images_list[this._commandWindow._index]);
          this.portrait_images.name = portrait_images_list[this._lastBitmapIndex];
        }
        this.update_portrait_image_animation();
      

    if (this._gameTitleImage.opacity < 255) {
        this._gameTitleImage.opacity += titleImageOpacityIncreaseSpeed;
    }



    this.update_particle();
    this.portrait_images.bitmap = ImageManager.loadSystem(portrait_images_list[this._commandWindow._index]);
    
    this.update_portrait_image_animation();
    this.updateTextScroll();
    this.updateScrollPosition();
    this.updateTitleScrollBG();
    this.updateTitleBGForward();
};

Scene_Title.prototype.create_portrait = function() {
    this.portrait_images = new Sprite();
    this.portrait_images.bitmap = ImageManager.loadSystem(portrait_images_list[this._lastBitmapIndex]);
    this.portrait_images.opacity = portraits_opacity;
    this.portrait_images.name = portrait_images_list[this._lastBitmapIndex];
    this.addChildAt(this.portrait_images, 1);    
}

Scene_Title.prototype.update_portrait_image_animation = function() {
    var x = new Date().getTime() / 1000;
    if (portraits_animate === "true") {
        this.portrait_images.x = Graphics.width / 2 - this.portrait_images.width / 4 + Math.sin(parseFloat(x)) * 100;
    } else {
        this.portrait_images.x = 0;
    }
    
    if(this.portrait_images.name !== portrait_images_list[this._lastBitmapIndex]){
      if(this.portrait_images.opacity > 0) {
        this.portrait_images.opacity -= portraits_fadeIn_decrease;
      }
    } else {
      if(this.portrait_images.opacity < 255){
        this.portrait_images.opacity += portraits_fadeIn_increase;
      }
    }    
}




Scene_Title.prototype.terminate = function() {
	this.removeChild(this.titleScreenCommand);
    _alias_soul_prototype_scene_title_terminate.call(this);
    this.removeChild(this.particle_image);
    this.removeChild(this.title_sprite1);
    this.removeChild(this.title_sprite2);
    this.removeChild(this.scrollText);
    this.removeChild(this.scrollLine);
    this.removeChild(this.portrait_images);
};

Scene_Title.prototype.updateTitleScrollBG = function() {
	this.title_sprite1.origin.x += 0.5;
}

Scene_Title.prototype.updateTitleBGForward = function() {
	this.title_sprite2.origin.x += 0;
	this.title_sprite2.origin.y += 0;
}

Scene_Title.prototype.createBackground = function() {
	// forms new title image, loops
    this.title_sprite1 = new TilingSprite();
    this.title_sprite2 = new TilingSprite();
    this.title_sprite1.bitmap = ImageManager.loadTitle1(titleSprite1);
    this.title_sprite2.bitmap = ImageManager.loadTitle1(titleSprite2);
    this.title_sprite2.opacity = secondBackgroundOpacity;
    this.title_sprite1.move(0, 0, 816, 624);
    this.title_sprite2.move(0, 0, 816, 624);
    this.addChildAt(this.title_sprite1, 0);
    this.addChildAt(this.title_sprite2, 1);
};


Scene_Title.prototype.create_scrollLineAndText = function() {
	this.scrollLine = new Sprite();
	this.scrollText = new TilingSprite();
	this.scrollLine.bitmap = ImageManager.loadSystem(scroll_line);
	this.scrollText.bitmap = ImageManager.loadSystem(scroll_text);
	this.scrollText.move(0, 0, scrollLineWidth, scrollLineHeight);
	this.addChildAt(this.scrollLine, 3);
	this.addChildAt(this.scrollText, 4);
	this.scrollLine.x = 0;
	this.scrollLine.y = this.titleScreenCommand.y;
	this.scrollText.x = 0	
	
	this.updateScrollPosition();
}

Scene_Title.prototype.updateScrollPosition = function() {
	switch(this._commandWindow._index) {
		case 0:
			this.scrollLine.y = this.titleScreenCommand.y;
			this.scrollText.y = this.titleScreenCommand.y + 5;
			break;
		case 1:
			this.scrollLine.y = this.titleScreenCommand.y + 40;
			this.scrollText.y = this.titleScreenCommand.y + 47;
			break;
		case 2:
			this.scrollLine.y = this.titleScreenCommand.y + 75;
			this.scrollText.y = this.titleScreenCommand.y + 85;
			break;

	}
}

Scene_Title.prototype.updateTextScroll = function() {
	this.scrollText.origin.x += 1;
}

Scene_Title.prototype.createCommandImages = function() {
	this.titleScreenCommand = new Sprite();
	this.titleScreenCommand.x = Graphics.width / 2 - 90;
	this.titleScreenCommand.y = Graphics.height / 2 + 140;
	this.addChildAt(this.titleScreenCommand, 3);
}
 

 

 

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Wow, lol, I made a one word mistake.

 

Use this:

 

 

 

//----------------------------------------------------------
// Animated Title Cirno.js
//----------------------------------------------------------

/*:
 * @plugindesc Animated Title Cirno
 * @author Soulpour777
 *
 * @help //----------------------------------------------------------
// [RMMV] Animated Title Cirno
// Version: 1.0
// Author: Soulpour777
//----------------------------------------------------------
 *
 * @param AnimatePortraits
 * @desc Would you like to animate the portraits back and forth?
 * @default true
 *
 * @param TitleCommandImages
 * @desc The list contains the names of the images of your title command.
 * @default TitleMenu01, TitleMenu02, TitleMenu03
 *
 * @param ScrollingText
 * @desc The name of the scrolling text image for the title.
 * @default ScrollText
 *
 * @param ScrollingLine
 * @desc The name of the scrolling line image for the title.
 * @default ScrollLine
 *
 * @param ScrollingLineWidth
 * @desc The width of the scrolling line image for the title.
 * @default 816
 *
 * @param ScrollingLineHeight
 * @desc The height of the scrolling line image for the title.
 * @default 38
 * 
 * @param ContinueDisabled
 * @desc The image displayed if there's no save data and its under continue mark.
 * @default TitleMenu02_B
 *   
 * @param DisableDrawingOfTitle
 * @desc Disable the Draw Game Title, because it is annoying. True or false?
 * @default True
 *
 * @param TitleParticles
 * @desc Name of particle you are using.
 * @default Title_Particle
 * 
 * @param ParticleSpeed
 * @desc How fast the animation of the particle should go.
 * @default 0.9
 * 
 * @param ParticleWidth
 * @desc Width of your particle image.
 * @default 816
  * 
 * @param ParticleHeight
 * @desc height of your particle image.
 * @default 624
 *  
 * @param PortraitImages
 * @desc The portrait array that holds all list of portrait names (without "" marks).
 * @default Cirno1, Cirno2, Cirno3
 *
 * @param ImageTitle
 * @desc The title logo you are using.
 * @default Title
 *
 * @param PortraitsOpacity
 * @desc Opacity of the Portraits you are using.
 * @default 200
 *
 * @param PortraitFadeInSpeed
 * @desc Amount of Fade In Speed when portrait is shown in the title screen.
 * @default 10 
 *
 * @param PortraitFadeOutSpeed
 * @desc Amount of Fade Out Speed when portrait is shown in the title screen.
 * @default 10  
 *
 * @param BackgroundOverlayOpacity
 * @desc The amount of opacity the overlay background on the title should be shown.
 * @default 150
 *  
 * @param TitleLogoOpacity
 * @desc Amount of opacity your title logo should be shown or appearing at.
 * @default 10
 *   
 * @param TitleLogoOpacityIncrease
 * @desc Speed of the logo's fade in when shown at the beginning of the title screen.
 * @default 1
 *  
 * @param TitleSprite1
 * @desc The name of the first image on your title.
 * @default TitleBGLoop
 *  
 * @param TitleSprite2
 * @desc The name of the second image on your title.
 * @default TitleBG
 *   
 */

// Alias Methods
var _alias_soul_prototype_create_command_window = Scene_Title.prototype.createCommandWindow;
var _alias_soul_prototype_scene_title_update = Scene_Title.prototype.update;
var _alias_soul_prototype_scene_title_terminate = Scene_Title.prototype.terminate;
var _alias_soul_prototype_scene_title_start = Scene_Title.prototype.start;
var _alias_soul_prototype_scene_title_create = Scene_Title.prototype.create;

var Imported = Imported || {};
Imported.AnimatedTitleCirno = true;
var Soulpour777 = Soulpour777 || {};
Soulpour777.params = PluginManager.parameters('Animated Title Cirno'); 

// Parameter call
// var params = PluginManager.parameters('Animated Title Cirno'); 
var titleSprite1 = String(Soulpour777.params['TitleSprite1'] || "TitleBGLoop");
var titleSprite2 = String(Soulpour777.params['TitleSprite2'] || "TitleBG");
// Command Parameter
var title_images_list = Soulpour777.params['TitleCommandImages'].split(/\s*,\s*/).filter(function(value) { return !!value; });

// Portraits Parameter
var portrait_images_list = Soulpour777.params['PortraitImages'].split(/\s*,\s*/).filter(function(value) { return !!value; });

// Scrolling Objects parameter
var scroll_line = String(Soulpour777.params['ScrollingLine'] || "ScrollLine");
var scroll_text = String(Soulpour777.params['ScrollingText'] || "ScrollText");
var scrollLineWidth = Number(Soulpour777.params['ScrollingLineWidth'] || 816);
var scrollLineHeight = Number(Soulpour777.params['ScrollingLineHeight'] || 38);
// Continue Disabled Parameter
var continue_is_disabled = String(Soulpour777.params['ContinueDisabled'] || "TitleMenu02_B");

// Disable Drawing of Title Parameter
var disableDrawingTitle = Boolean(Soulpour777.params['DisableDrawingOfTitle'] || true);

// Title Image Parameters
var titleImage = String(Soulpour777.params['ImageTitle'] || "Title");
var titleImageOpacity = Number(Soulpour777.params['TitleLogoOpacity'] || 10);
var titleImageOpacityIncreaseSpeed = Number(Soulpour777.params['TitleLogoOpacityIncrease'] || 1);

// Particle Parameters
var titleParticle = String(Soulpour777.params['TitleParticles'] || "Title_Particle");
var titleParticleSpeed = Number(Soulpour777.params['ParticleSpeed'] || 0.9);
var titleParticleWidth = Number(Soulpour777.params['ParticleWidth'] || 816);
var titleParticleHeight = Number(Soulpour777.params['ParticleHeight'] || 624);
// Portraits Parameter
var portraits_opacity = Number(Soulpour777.params['PortraitsOpacity'] || 200);
var portraits_fadeIn_increase = Number(Soulpour777.params['PortraitFadeInSpeed'] || 10);
var portraits_fadeIn_decrease = Number(Soulpour777.params['PortraitFadeOutSpeed'] || 10);
var portraits_animate = String(Soulpour777.params['AnimatePortraits'] || "true");
// Backgrounds Parameter
var secondBackgroundOpacity = Number(Soulpour777.params['BackgroundOverlayOpacity'] || 150);

Scene_Title.prototype.titleScreenCommand;
Scene_Title.prototype.particle1;
Scene_Title.prototype.scrollLine;
Scene_Title.prototype.scrollText;
Scene_Title.prototype.title_sprite1;
Scene_Title.prototype.title_sprite2;
Scene_Title.prototype.portrait_images;
Scene_Title.prototype.title_image = titleImage;
Scene_Title.prototype.particle_image;

Scene_Title.prototype.createForeground = function() {
    this._gameTitleSprite = new Sprite(new Bitmap(Graphics.width, Graphics.height));
    this.addChild(this._gameTitleSprite);
    if (!disableDrawingTitle) {
        this.drawGameTitle();
    }
};

Scene_Title.prototype.create = function() {
    _alias_soul_prototype_scene_title_create.call(this);
    for(var i = 0; i < portrait_images_list.length; i++) {
        ImageManager.loadSystem(portrait_images_list[i]);
    }    
    this.portrait_images = null;
    this._lastBitmapIndex = this._commandWindow._index;
    this.create_portrait();    
};

Scene_Title.prototype.create_titleDrawing = function() {
    this._gameTitleImage = new Sprite();
    this._gameTitleImage.bitmap = ImageManager.loadSystem(this.title_image);
    this._gameTitleImage.opacity = titleImageOpacity;
    this.addChildAt(this._gameTitleImage, 7);
}

Scene_Title.prototype.create_particle = function() {
    this.particle_image = new TilingSprite();
    this.particle_image.move(0, 0, titleParticleWidth, titleParticleHeight);
    this.particle_image.bitmap = ImageManager.loadSystem(titleParticle);
    this.particle_image.opacity = secondBackgroundOpacity;
    this.addChildAt(this.particle_image, 7);
}

Scene_Title.prototype.update_particle = function() {
    this.particle_image.origin.y += titleParticleSpeed;
}


Scene_Title.prototype.createCommandWindow = function() {
	_alias_soul_prototype_create_command_window.call(this);
    this._commandWindow.x = -Graphics.width;
    this._commandWindow.y = -Graphics.height;
    this._commandWindow.visible = false;
};


Scene_Title.prototype.start = function() {
    Scene_Base.prototype.start.call(this);
    SceneManager.clearStack();
    // this.centerSprite(this._backSprite1);
    // this.centerSprite(this._backSprite2);
    this.playTitleMusic();
    this.startFadeIn(this.fadeSpeed(), false);
    // new functions
    this.createCommandImages();
    this.create_scrollLineAndText();
    this.create_titleDrawing();
    this.create_particle();
};

Scene_Title.prototype.update = function() {
    _alias_soul_prototype_scene_title_update.call(this);
    if (DataManager.isAnySavefileExists()) {
        this.titleScreenCommand.bitmap = ImageManager.loadSystem(title_images_list[this._commandWindow._index]);
    } else {
        if (this._commandWindow._index == 1) {
            this.titleScreenCommand.bitmap = ImageManager.loadSystem(continue_is_disabled);
        } else {
            this.titleScreenCommand.bitmap = ImageManager.loadSystem(title_images_list[this._commandWindow._index]);
        }
    }

    //update coordinates

    if(TouchInput.isTriggered() && TouchInput._x > Graphics.width / 2 - 100 && TouchInput._x < Graphics.width / 2 + 100 
        && TouchInput._y > 440 && TouchInput._y < 480) {
        this._commandWindow._index = 0;  
        SoundManager.playCursor();
        this._commandWindow.processOk();
    
    }

    if(TouchInput.isTriggered() && TouchInput._x > Graphics.width / 2 - 140 && TouchInput._x < Graphics.width / 2 + 140 
        && TouchInput._y > 500 && TouchInput._y < 540) {
        SoundManager.playCursor();
        this._commandWindow._index = 1;
        SoundManager.playCursor();
        this._commandWindow.processOk();
    }

    if(TouchInput.isTriggered() && TouchInput._x > Graphics.width / 2 - 140 && TouchInput._x < Graphics.width / 2 + 140 
        && TouchInput._y > 540 && TouchInput._y < 560) {
        SoundManager.playCursor();
        this._commandWindow._index = 2;
        SoundManager.playCursor();
        this._commandWindow.processOk();
    }

    this._lastBitmapIndex = this._commandWindow._index;
        if(this.portrait_images.opacity <= 0){
          this.portrait_images.bitmap = ImageManager.loadSystem(portrait_images_list[this._commandWindow._index]);
          this.portrait_images.name = portrait_images_list[this._lastBitmapIndex];
        }
        this.update_portrait_image_animation();
      

    if (this._gameTitleImage.opacity < 255) {
        this._gameTitleImage.opacity += titleImageOpacityIncreaseSpeed;
    }



    this.update_particle();
    this.portrait_images.bitmap = ImageManager.loadSystem(portrait_images_list[this._commandWindow._index]);
    
    this.update_portrait_image_animation();
    this.updateTextScroll();
    this.updateScrollPosition();
    this.updateTitleScrollBG();
    this.updateTitleBGForward();
};

Scene_Title.prototype.create_portrait = function() {
    this.portrait_images = new Sprite();
    this.portrait_images.bitmap = ImageManager.loadSystem(portrait_images_list[this._lastBitmapIndex]);
    this.portrait_images.opacity = portraits_opacity;
    this.portrait_images.name = portrait_images_list[this._lastBitmapIndex];
    this.addChildAt(this.portrait_images, 1);    
}

Scene_Title.prototype.update_portrait_image_animation = function() {
    var x = new Date().getTime() / 1000;
    if (portraits_animate === "true") {
        this.portrait_images.x = Graphics.width / 2 - this.portrait_images.width / 4 + Math.sin(parseFloat(x)) * 100;
    } else {
        this.portrait_images.x = 0;
    }
    
    if(this.portrait_images.name !== portrait_images_list[this._lastBitmapIndex]){
      if(this.portrait_images.opacity > 0) {
        this.portrait_images.opacity -= portraits_fadeIn_decrease;
      }
    } else {
      if(this.portrait_images.opacity < 255){
        this.portrait_images.opacity += portraits_fadeIn_increase;
      }
    }    
}




Scene_Title.prototype.terminate = function() {
	this.removeChild(this.titleScreenCommand);
    _alias_soul_prototype_scene_title_terminate.call(this);
    this.removeChild(this.particle_image);
    this.removeChild(this.title_sprite1);
    this.removeChild(this.title_sprite2);
    this.removeChild(this.scrollText);
    this.removeChild(this.scrollLine);
    this.removeChild(this.portrait_images);
};

Scene_Title.prototype.updateTitleScrollBG = function() {
	this.title_sprite1.origin.x += 0.5;
}

Scene_Title.prototype.updateTitleBGForward = function() {
	this.title_sprite2.origin.x += 0;
	this.title_sprite2.origin.y += 0;
}

Scene_Title.prototype.createBackground = function() {
	// forms new title image, loops
    this.title_sprite1 = new TilingSprite();
    this.title_sprite2 = new TilingSprite();
    this.title_sprite1.bitmap = ImageManager.loadTitle1(titleSprite1);
    this.title_sprite2.bitmap = ImageManager.loadTitle1(titleSprite2);
    this.title_sprite2.opacity = secondBackgroundOpacity;
    this.title_sprite1.move(0, 0, 816, 624);
    this.title_sprite2.move(0, 0, 816, 624);
    this.addChildAt(this.title_sprite1, 0);
    this.addChildAt(this.title_sprite2, 1);
};


Scene_Title.prototype.create_scrollLineAndText = function() {
	this.scrollLine = new Sprite();
	this.scrollText = new TilingSprite();
	this.scrollLine.bitmap = ImageManager.loadSystem(scroll_line);
	this.scrollText.bitmap = ImageManager.loadSystem(scroll_text);
	this.scrollText.move(0, 0, scrollLineWidth, scrollLineHeight);
	this.addChildAt(this.scrollLine, 3);
	this.addChildAt(this.scrollText, 4);
	this.scrollLine.x = 0;
	this.scrollLine.y = this.titleScreenCommand.y;
	this.scrollText.x = 0	
	
	this.updateScrollPosition();
}

Scene_Title.prototype.updateScrollPosition = function() {
	switch(this._commandWindow._index) {
		case 0:
			this.scrollLine.y = this.titleScreenCommand.y;
			this.scrollText.y = this.titleScreenCommand.y + 5;
			break;
		case 1:
			this.scrollLine.y = this.titleScreenCommand.y + 40;
			this.scrollText.y = this.titleScreenCommand.y + 47;
			break;
		case 2:
			this.scrollLine.y = this.titleScreenCommand.y + 75;
			this.scrollText.y = this.titleScreenCommand.y + 85;
			break;

	}
}

Scene_Title.prototype.updateTextScroll = function() {
	this.scrollText.origin.x += 1;
}

Scene_Title.prototype.createCommandImages = function() {
	this.titleScreenCommand = new Sprite();
	this.titleScreenCommand.x = Graphics.width / 2 - 90;
	this.titleScreenCommand.y = Graphics.height / 2 + 140;
	this.addChildAt(this.titleScreenCommand, 3);
}
 

 

 

Ah, okay. How do I save this as a .JS file? I only have the option to copy it

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Oh yeah, wait, download this dropbox instead.

Thank you, so sorry for all the trouble.

 

EDIT: If I may ask, where in the plugin can I change the position of the character images? They're right behind the title if I set their swaying to "false"

Edited by YamiKitsune

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Which one?

I mentioned it in a previous post, if I turn of the character portrait swaying the actors are right behind the title and it looks strange, so I was wondering if there's a way I can change the position of the actor image.

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Yes you can. On the PluginManager, the first item there, AnimatePortraits, set it to false.

 

ni8arLQ.png

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Yes you can. On the PluginManager, the first item there, AnimatePortraits, set it to false.

 

ni8arLQ.png

Sorry, maybe I wasn't clear enough, my bad.

 

I know I can make the animation stop. I'm wondering if I can change where they stand if that IS set to false. Because if it is set to fault, the character just stands behind the title with words in his face.

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