Bye Bye!


I am going on a looooong break and I’m not active anymore till November 2016 and earlier. Good news is you can still make comments, greet and contact me, make script requests and more. Sadly- i won’t reply or react to any one of them. Though i might do so when i come back. You can download any of my scripts and work with them though as i said you’ll have to credit me (both commercial and non-commercial).

See you soon :ByeBye

Tweaking your title screen – Part I


Book

This topic is made to guide you to tweak a few things of the Scene_Title module. It contains all information for the title screen except for the command window.

=========================================================================

I guess you know about the transition that takes place in the beginning of the title screen. You might sometime want to slow it down, or quicken the extra time that it takes. There’s a method that controls the speed.

It is in Scene_Title only. It is:

#--------------------------------------------------------------------------#
 * Get Transition Speed
#--------------------------------------------------------------------------#
def transition_speed
    return 20
end 

You can change it:

  def transition_speed
    return40
  end

And tweak the second block like above. Now you can control your title transition!

 

Same, many of you must want to change the title position. It is at line 58:

def draw_game_title
    @foreground_sprite.bitmap.font.size =48
    rect =Rect.new(0,0,Graphics.width,Graphics.height /2)@foreground_sprite.bitmap.draw_text(rect, $data_system.game_title,1)end

As you can see the ‘rect’ here is the rectangle used in making the title text. If you tweak it:

 def draw_game_title
    @foreground_sprite.bitmap.font.size =48
    rect =Rect.new(0,0,Graphics.width-23,Graphics.height /2)#Edited
    @foreground_sprite.bitmap.draw_text(rect, $data_system.game_title,1)
 end

You can indent the position to the left, or to the right! That is indeed useful. Just plus or minus. Sometimes, you can also change the height. Just plus or minus the graphics_height.

 

But now, you want to change the title font specifically. How to do it? It’s simple:

 

@foreground_sprite.bitmap.font.name ="Courier New"

Feel free to change it to the font you like. If you see, this is the bitmap which was used in draw_text and font.size in the method too.

 def draw_game_title
    @foreground_sprite.bitmap.font.name ="Courier New"#Here
    @foreground_sprite.bitmap.font.size =48
    rect =Rect.new(0,0,Graphics.width-23,Graphics.height /2)#Edited
    @foreground_sprite.bitmap.draw_text(rect, $data_system.game_title,1)
 end

You can also change the whole thing. See this:

def draw_game_title
@foreground_sprite.bitmap.font.name =["Calibri","Verdana","Courier New"]
    @foreground_sprite.bitmap.font.size =56
    rect =Rect.new(0,0,Graphics.width-23,Graphics.height+12/2)
    @foreground_sprite.bitmap.draw_text(rect, $data_system.game_title,1)
 end

I tweaked the font size here. I also tweaked the font name with a array, that means if you know, the font will be chosen out of piority. Change it as you wish!

If you see further, i changed both co-ordinates of the text.

 

There is more- color, size and a lot more. You can also have a subtitle.

Try seeing my Anvil Title Script, it’s made out of this stuff only!

After this, in part II, i’ll tell you more things, like making subtitles, openness, opacity and much more. If you can make the effort to like or comment then it will get sooner, i think. Don’t hesitate to request me on rpgmakerweb.com through PM, or here, in the comments.

Hope this helps.

Custom HUD


Second script. Quick whip out.

In a quick next update, i will make a more better script.

Description

Changes position of your HUD TP, HP, MP.

Features

  1. Change pose of TP.
  2. Change pose of MP.
  3. Change pose of HP.

Thank you so much!

CrisisShadow on RPGMAKERVXACE.NET.

…For the request.

Download

Download here.

Credit

CrisisShadow

TheGreenHorse

 

Anvil Title Screen 1 – Update


TTT

This is a much more better and sophisticated version of Anvil Title Screen. Finally, i could hold dropbox to work, so now you can take it as a rb (ruby) file on dropbox.

Description and Features

Helps you simple-customize your title.

  1. Helps you change title’s font
  2. Helps you change animation of opening the command window
  3. Helps you change the speed of fade in of the screen
  4. Helps you add a subtitle and change its settings
  5. Helps you change position of title window
  6. Helps you to change the opacity and back opacity of the windows
  7. Helps you modify some simple more features

Thank you,

No thanks yet. If you suggest me something, i may include you here, and all associations and parent script makers are shown here.

Credits

The Green Horse

License

Free and even for commercial uses. The authors must be credited.

Downloads

Download here.

Just made some… but dropbox!


I just made some music recently, but the main problem is that dropbox does not seem to be in its grip.

Yes, errors or bugs? My title script does not work with other title scripts, and i’m fixing that version to be a ‘little’ more compatible-

At least with menu changing script. Please report me on a bug or incompatibility error. I’m also thinking to make my own title menu change script, and probably it will come.

Too late for some music!


Well, let’s tell you something. I guess is: i started this blog on mostly scripts and music. But i am too late for music now! I said that upcoming content probably will have “Ethereal’ , a town music, but now i’ll post something else because i’m not able to catch up with some chord progressions for some music suiting ethereal. So, i’m beginning on another town-style music, but it would have some happy catch-up.

And i checked out my stats and i am happy that at least someone is viewing my content. If you like or use any of my resource, please comment or like it. It helps me a lot!

Victory Aftermath of Yanfly with Galv’s Bust Script


To extend my game battle end, i use Yanfly’s Victory Aftermath. Check it out on yanflychannel.wordpress.com.

I also use Galv’s message busts. It is nice for people who don’t want to waste their time making script calls for busts.

But the both are incompatible. If you haven’t noticed it, check it out.

‘NoMethodError’ Comes here. Does it?

To fix this, go to line 164 of Galv’s Message Busts.

Change:

        $game_message.face_name.empty? ? 0 : @bust.bitmap.width + Galv_Bust::TEXT_X

to

        $game_message.face_name.empty? ? 0 : @bust.width + Galv_Bust::TEXT_X

And hope it’ll fix!

Galv’s Message busts is a little low compatible, but i can fix most of its errors.

And again, please comment any errors you want me to fix with Galv’s Message Busts to Scripts of Yanfly.

Compatibility on Galv’s Bust Script?


Well, i’d like to inform you that i’ll accept almost any request of compatibility/bugs on Galv’s Bust Script. I am  user of that script for 8 projects, and it is great. But i went through a bundle of hustle and bustle through making it compatible with most of Yanfly’s, Yami’s and victor’s scripts. I have made a lot of changes in that script but most probably that ended version would be incompatible with several scripts i don’t use, so feel free to tell me any problems. I also encountered problems when using bust images of different sizes, the offset of text was irregular. I fixed that too, by aligning the image size to the script.

So, please feel free about that, i request. And also, as i disclosed before, i accept almost any request that is simple for me to understand as i am a basic scripted.

 

A Simple Title Script


I have decided to post the Anvil Title Screen [1] to make simple changes. I am making a script now to change shutdown effects, continue, and extra menus on beginning of the title for my add-ons on my far plan to make Anvil Title Screen [2].

 THIS SCRIPT IS OUTDATED. IT WILL PROBABLY NOT WORK. TAKE THE NEW VERSION ON THIS POST AND FIND IT ON THIS PAGE.

It is not advisable to take old scripts.

The script can be seen here:

# # # # # #
# # # #
# ## #
#
#=========================================================
========#
# Helps you customize simple settings for your title menu. #
# It includes moving the title command, changing its width; #=====#
# Changing its opacity, changing the time required for the #######
# transition fade out, form a suitable subtitle, and change #=====#
# fonts for title and subtitle only. #
#=========================================================
========#

#=========================================================
=================#
# Made by The Green Horse
# Simple to set.
#=========================================================
=================#

#=========================================================
==================#
# CONFIGURATION
#=========================================================
==================#

module MY_TITLE

#=========================================================
==============#
# Set How Much towards right the title command window is positioned.
#
# To place towards more left, use negative values. #
# Measure in Pixels. #

#=========================================================
==============#

X_BUFFER= -55
Y_BUFFER= 0

#=========================================================
==============#
# How longer should the window be. Use negative value to shrinker. #
#
# Measure in Pixels. #

#=========================================================
==============#

WIDTH_BUFFER= 55

#=========================================================
================#
# Opacity of the title command window #
# Set Open to false if you do not want to use the title window
transition.#

#=========================================================
================#

OPACITY= 0
OPEN= false

#=========================================================
==============#
# This scripts lets you use subtitles. Here are its settings. #

#=========================================================
==============#

SUBTITLE_SIZE = 32
SUBTITLE = “The Castle of Emeraldan”

# Increase the value to slow down the fade in and use negative to speed
up.

EXTRASPEED = 0

#=========================================================
=============#
# Select the font for the title and subtitle. Unfortunately i have not #
# created the facility to use seperate fonts for the title and the #
# subtitle. #

#=========================================================
=============#

TITLEFONT = [‘Viner Hand ITC’,’Papyrus’,’Times New Roman’,’Courier
New’]

end

#=========================================================
=======#
# Configuration Ends #
#=========================================================
=======#

module MY_TITLE
if OPEN=true
OPENNESS = 100
else
OPENNESS = 0
end
end

# Please do not edit further
# Editing further may result in corruption of the script
# Causing game damage
# Only edit if you know what you are doing

#=========================================================
=====================
# ** Window_TitleCommand
#——————————————————————————
# This window is for selecting New Game/Continue on the title screen.
#=========================================================
=====================

class Window_TitleCommand < Window_Command
#————————————————————————–
# * Object Initialization
#————————————————————————–
def initialize
super(0, 0)
update_placement
select_symbol(:continue) if continue_enabled
self.openness = MY_TITLE::OPENNESS
self.opacity = MY_TITLE::OPACITY
open
end
#————————————————————————–
# * Get Window Width
#————————————————————————–
def window_width
return (160 + MY_TITLE::WIDTH_BUFFER)
end
#————————————————————————–
# * Update Window Position
#————————————————————————–
def update_placement
self.x = ((Graphics.width – width) / 2 ) + MY_TITLE::X_BUFFER
self.y = ((Graphics.height * 1.6 – height) / 2)
end
#————————————————————————–
# * Create Command List
#————————————————————————–
def make_command_list
add_command(Vocab::new_game, :new_game)
add_command(Vocab::continue, :continue, continue_enabled)
add_command(Vocab::shutdown, :shutdown)
end
#————————————————————————–
# * Get Activation State of Continue
#————————————————————————–
def continue_enabled
DataManager.save_file_exists?
end
end

#=========================================================
=====================
# ** Scene_Title
#——————————————————————————
# This class performs the title screen processing.
#=========================================================
=====================

class Scene_Title < Scene_Base
#————————————————————————–
# * Start Processing
#————————————————————————–
def start
super
SceneManager.clear
Graphics.freeze
create_background
create_foreground
create_command_window
play_title_music
end
#————————————————————————–
# * Get Transition Speed
#————————————————————————–
def transition_speed
return 66+MY_TITLE::EXTRASPEED
end
#————————————————————————–
# * Termination Processing
#————————————————————————–
def terminate
super
SceneManager.snapshot_for_background
dispose_background
dispose_foreground
end
#————————————————————————–
# * Create Background
#————————————————————————–
def create_background
@sprite1 = Sprite.new
@sprite1.bitmap = Cache.title1($data_system.title1_name)
@sprite2 = Sprite.new
@sprite2.bitmap = Cache.title2($data_system.title2_name)
center_sprite(@sprite1)
center_sprite(@sprite2)
end
#————————————————————————–
# * Create Foreground
#————————————————————————–
def create_foreground
@foreground_sprite = Sprite.new
@foreground_sprite.bitmap = Bitmap.new(Graphics.width,
Graphics.height)
@foreground_sprite.z = 100
draw_game_title if $data_system.opt_draw_title
end
#————————————————————————–
# * Draw Game Title
#————————————————————————–
def draw_game_title
@foreground_sprite.bitmap.font.name = MY_TITLE::TITLEFONT
@foreground_sprite.bitmap.font.size = 48
rect = Rect.new(0, 0, Graphics.width, Graphics.height / 2)
@foreground_sprite.bitmap.draw_text(rect, $data_system.game_title,
1)
rect2 = Rect.new(0, 0, Graphics.width, Graphics.height / 2+66)
@foreground_sprite.bitmap.font.size = MY_TITLE::SUBTITLE_SIZE
@foreground_sprite.bitmap.font.color = Color.new(0,0,0)
@foreground_sprite.bitmap.draw_text(rect2, MY_TITLE::SUBTITLE, 1)
end
#————————————————————————–
# * Free Background
#————————————————————————–
def dispose_background
@sprite1.bitmap.dispose
@sprite1.dispose
@sprite2.bitmap.dispose
@sprite2.dispose
end
#————————————————————————–
# * Free Foreground
#————————————————————————–
def dispose_foreground
@foreground_sprite.bitmap.dispose
@foreground_sprite.dispose
end
#————————————————————————–
# * Move Sprite to Screen Center
#————————————————————————–
def center_sprite(sprite)
sprite.ox = sprite.bitmap.width / 2
sprite.oy = sprite.bitmap.height / 2
sprite.x = Graphics.width / 2
sprite.y = Graphics.height / 2
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))
end
#————————————————————————–
# * Close Command Window
#————————————————————————–
def close_command_window
@command_window.close
update until @command_window.close?
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
close_command_window
SceneManager.call(Scene_Load)
end
#————————————————————————–
# * [Shut Down] Command
#————————————————————————–
def command_shutdown
close_command_window

fadeout_all
SceneManager.exit
end
#————————————————————————–
# * Play Title Screen Music
#————————————————————————–
def play_title_music
$data_system.title_bgm.play
RPG::BGS.stop
RPG::ME.stop
end
end