-
Posts
84 -
Joined
-
Last visited
Content Type
Profiles
Forums
Calendar
Posts posted by shuji
-
-
SIIIIIIIIIIIIII grazie mille!!!
-
so ke il post e di qualke anno fa, ma mi servirebbe assolutamente la demo, non e ke la potreste riuppare pls??
-
si, dovrebbe essere più o meno l'edit di arshes...
-
Raga, ecco dei chara trovati in rete...
volete ke qualcuno bruci??? bene, allora usate questo chara
http://img856.imageshack.us/img856/1467/primadelrogooxd.pnghttp://img835.imageshack.us/img835/9765/alrogoooooxd.png
e qua ce ne sono altri:
http://img845.imageshack.us/img845/2435/3d17cf4eb2619ebc7f636b9.pnghttp://img577.imageshack.us/img577/1181/yuuzhenvong.png
http://img809.imageshack.us/img809/1594/scheledrago.png
x oggi ci metto solo questi, ke ve ne pare??
-
ok, non so ke problema sia stato, ma adesso funziona, o preso gli script scene_file scene_save scene_load di un nuovo progetto ed ora funziona alla perfezione, scusate il disturbo
-
ragazzi, o un problema, non mi funziona il salvataggio, mi spiego...
x salvare salva, infatti nella cartella spunta il dato di salvatraggio, ma non me lo fa caricare dal titolo, cm se non avessi salvato, cm mai??
-
non capisco cosa intendi
-
questa e la parte alta della mappa
http://img828.imageshack.us/img828/1605/immaginejq.png
e qua tutta la mappa non in game:
http://img443.imageshack.us/img443/5151/immagine2zxv.png
-
Cmq, lo screen è accettabile.
significa ke non e molto bello?? ç_ç
-
ke ne dite di questo screen del mio proj??
http://img207.imageshack.us/img207/2793/screen2yy.png
-
a me piace molto
-
Autore: Prexus
Cosa fa: Crea una schermata di menu innovativa e assolutamente meravigliosa U.U
ScreenShot:
http://rpgcreative.net/rpgmaker/script/images/new%20menu.JPG
Istruzioni: Create una nuova classe sopra main e chiamatela Advanced CMS ed incollateci lo script, poi inserite gli allegati nella cartella picture, e kiamateli coi rispettivi nomi dei personaggi
Script:# Advanced CMS Menu by Prexus # Created on Monday July 4th 2005 # All Rights Reserved # Made Specially for Naramura Sensei's Battlers class Scene_Menu def initialize(menu_index = 0) @menu_index = menu_index end def main s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Statut" s5 = "Sauvegarder" s6 = "Quitter" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) @command_window.index = @menu_index if $game_party.actors.size == 0 @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end if $game_system.save_disabled @command_window.disable_item(4) end @command_window.x = 32 @command_window.y = 32 @command_window.z = 3005 @command_window.back_opacity = 128 @playtime_window = Window_PlayTime.new @playtime_window.x = 32 @playtime_window.y = 480-32-@playtime_window.height @playtime_window.back_opacity = 128 @playtime_window.z = 3005 @gold_window = Window_Gold.new @gold_window.x = 640-32-@gold_window.width @gold_window.y = 480-32-@gold_window.height @gold_window.back_opacity = 128 @gold_window.z = 3005 @chr_status = Window_CharacterStatus.new @chr_status.visible = false @status_window = Window_MenuStatus.new @status_window.chr_status = @chr_status Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @chr_status.dispose @status_window.dispose @gold_window.dispose @playtime_window.dispose end def update if @status_window.active and (@command_window.x != -128 or @playtime_window.x != 32-@playtime_window.width) if @command_window.x != -128 @command_window.z = 3001 @command_window.x -= 5 end if @playtime_window.x != 32-@playtime_window.width @playtime_window.x -= 5 end return end if @command_window.active and (@command_window.x != 32 or @playtime_window.x != 32) if @command_window.x != 32 @command_window.z = 3005 @command_window.x += 5 end if @playtime_window.x != 32 @playtime_window.x += 5 end return end @command_window.update @status_window.update @gold_window.update @playtime_window.update @chr_status.update if @command_window.active update_command @chr_status.visible = false return end if @status_window.active update_status @chr_status.visible = true return end end def update_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) if $game_party.actors.size == 0 and @command_window.index < 4 $game_system.se_play($data_system.buzzer_se) return end case @command_window.index when 0 $game_system.se_play($data_system.decision_se) $scene = Scene_Item.new when 1 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Save.new when 5 $game_system.se_play($data_system.decision_se) $scene = Scene_End.new end return end end def update_status if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @status_window.active = false @status_window.index = -1 return end if Input.trigger?(Input::C) case @command_window.index when 1 if $game_party.actors[@status_window.index].restriction >= 2 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Skill.new(@status_window.index) when 2 $game_system.se_play($data_system.decision_se) $scene = Scene_Equip.new(@status_window.index) when 3 $game_system.se_play($data_system.decision_se) $scene = Scene_Status.new(@status_window.index) end return end end end class Window_CharacterStatus < Window_Base def initialize super(480-32, 0, 192, 128) self.contents = Bitmap.new(width-32, height-32) self.contents.font.name = $fontface self.contents.font.size = $fontsize self.back_opacity = 0 self.z = 3006 end def refresh(index) self.contents.clear if index >= 0 actor = $game_party.actors[index] draw_actor_name(actor, 0, 0) draw_actor_level(actor, 0, 24) draw_actor_hp(actor, 0, 48) draw_actor_sp(actor, 0, 72) end end end class Window_MenuStatus < Window_Base attr_reader :index attr_reader :chr_status def initialize @viewport = Viewport.new(0, 0, 640, 480) @viewport.z = 3001 super(-16, -16, 640+32, 480+32) self.contents = Bitmap.new(width-32, height-32) self.contents.font.name = $fontface self.contents.font.size = $fontsize self.active = false self.z = 3000 @index = -1 @column_max = 1 @sprites = [] refresh end def index=(index) @index = index if self.active and @chr_status != nil update_chr_status end update_cursor_rect refresh end def refresh self.contents.clear for i in 0...@sprites.size @sprites[i].dispose end @sprites = [] @item_max = $game_party.actors.size for i in 0...@item_max actor = $game_party.actors[@item_max-i-1] @sprites[@item_max-i-1] = Sprite.new(@viewport) @sprites[@item_max-i-1].bitmap = RPG::Cache.picture(actor.image_name) @sprites[@item_max-i-1].x = 560-((i+1)*120) @sprites[@item_max-i-1].y = 480-@sprites[@item_max-i-1].bitmap.height @sprites[@item_max-i-1].opacity = 255 @sprites[@item_max-i-1].z = 3004-i end end def update_cursor_rect if @index < 0 for i in 0...@sprites.size @sprites[i].opacity = 255 end else for i in 0...@sprites.size if i == @index @sprites[i].opacity = 255 @sprites[i].z += 4 else @sprites[i].opacity = 200 @sprites[i].z = 3001+i end end end end def dispose super for i in 0...@sprites.size @sprites[i].dispose end end def chr_status=(chr_status) @chr_status = chr_status if self.active and @chr_status != nil update_chr_status end end def update super if self.active and @item_max > 0 and @index >= 0 if Input.repeat?(Input::RIGHT) if Input.trigger?(Input::RIGHT) or @index < @item_max - @column_max $game_system.se_play($data_system.cursor_se) @index = (@index + @column_max) % @item_max end end if Input.repeat?(Input::LEFT) if Input.trigger?(Input::LEFT) or @index >= @column_max $game_system.se_play($data_system.cursor_se) @index = (@index - @column_max + @item_max) % @item_max end end end if self.active and @chr_status != nil update_chr_status elsif @chr_status != nil @chr_status.refresh(-1) end update_cursor_rect end def update_chr_status @chr_status.refresh(@index) end end class Window_Base def shadow_color return Color.new(0, 0, 0, 255) end def draw_actor_name(actor, x, y) self.contents.font.color = shadow_color self.contents.draw_text(x+1, y+1, 120, 32, actor.name) self.contents.font.color = normal_color self.contents.draw_text(x, y, 120, 32, actor.name) end def draw_actor_level(actor, x, y) self.contents.font.color = shadow_color self.contents.draw_text(x+1, y+1, 32, 32, "Lv") self.contents.draw_text(x + 33, y + 1, 24, 32, actor.level.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, "Lv") self.contents.font.color = normal_color self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2) end def draw_actor_hp(actor, x, y, width = 144) self.contents.font.color = shadow_color self.contents.draw_text(x+1, y+1, 32, 32, $data_system.words.hp) self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, $data_system.words.hp) if width - 32 >= 108 hp_x = x + width - 108 flag = true elsif width - 32 >= 48 hp_x = x + width - 48 flag = false end self.contents.font.color = shadow_color self.contents.draw_text(hp_x+1, y+1, 48, 32, actor.hp.to_s, 2) self.contents.font.color = actor.hp == 0 ? knockout_color : actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2) if flag self.contents.font.color = shadow_color self.contents.draw_text(hp_x + 49, y+1, 12, 32, "/", 1) self.contents.draw_text(hp_x + 61, y+1, 48, 32, actor.maxhp.to_s) self.contents.font.color = normal_color self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1) self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s) end end def draw_actor_sp(actor, x, y, width = 144) self.contents.font.color = shadow_color self.contents.draw_text(x+1, y+1, 32, 32, $data_system.words.sp) self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, $data_system.words.sp) if width - 32 >= 108 sp_x = x + width - 108 flag = true elsif width - 32 >= 48 sp_x = x + width - 48 flag = false end self.contents.font.color = shadow_color self.contents.draw_text(sp_x+1, y+1, 48, 32, actor.sp.to_s, 2) self.contents.font.color = actor.sp == 0 ? knockout_color : actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2) if flag self.contents.font.color = shadow_color self.contents.draw_text(sp_x + 49, y+1, 12, 32, "/", 1) self.contents.draw_text(sp_x + 61, y+1, 48, 32, actor.maxsp.to_s) self.contents.font.color = normal_color self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1) self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s) end end end class Game_Actor < Game_Battler attr_reader :image_name def initialize(actor_id) super() setup(actor_id) @image_name = @name end end
Allegati:
http://rpgcreative.net/rpgmaker/script/ressources/Arshes.pnghttp://rpgcreative.net/rpgmaker/script/ressources/Basil.png
http://rpgcreative.net/rpgmaker/script/ressources/Gloria.pnghttp://rpgcreative.net/rpgmaker/script/ressources/Hilda.png -
scusa ancora xD sono abituato in quel modo, da oggi starò più attento ( xD si può scrivere spero )
-
ok scusa, e che sono abituato, cmq sono negato con i programmi di grafica, anche con il più semplice
-
ragazzi, ecco un progetto francese abbandonato dal creatore, ed ora a lasciato quei fantastici tileset a noi u.u
ecco a voi Kaliban Cliccatemi
-
o usato una picture x rendere ancora più cupo, infatti i lati sono più scuri u.u
e poi secondo me stona il pg bianco e nero, e poi e un incubo, una cosa surreale, ci può essere di tutto u.u..........
anke se non centra nnt, voi sapete creare testi come immagini x fare lo scene story di mog??
xk mi serve assolutamente x il mio game
-
-
non so come
-
sisi, il tileset lo preso da un progetto creato da un francese e ion seguito abbandonato ( motivi oscuri )
non trovo più il link, appena si uppa su mediafire metto il link
ecco il link:ìCliccami senza lasciare pietà xD
-
le finestre sono verdi xk non siamo nel mondo, ma in un incubo del protagonista ( anke se non ve lo dovevo dire >_> )
ok, provvedo a spostare il cespuglio...
Edit: ecco lo screen modificato, lo spostato di un tile xk se lo spostavo di due copriva l'albero u.u
http://img199.imageshack.us/img199/5255/screendpw.png
-
ke ve ne pare di questo screen del mio proj??
http://img33.imageshack.us/img33/370/screenau.png
-
comunque non o ancora capito come mettere uno spoiler xD
-
hai ragione xD
-
ragazzi, mi pare di non aver visto questo script in giro x il forum
Autore: Moghunter
Descrizione: crea un fantastico titolo animato e mette il gioco a schermo intero.....con tanto di logo u.u
Istruzioni: inserisci lo script sopra main, poi inserisci i file allegati nella cartella titles#_________________________________________________ # MOG_Animated Title Sofia V1.2 #_________________________________________________ # By Moghunter # http://www.atelier-rgss.com #_________________________________________________ module MOG #Auto Fullscreen. FULL_SCREEN = true #Logo Picture Name. LOGO_PIC = "logo" #Logo Time. LOGO_TIME = 220 #Logo ME. LOGO_ME = "003-victory03" #Set Game Frame Rate (Default 40FPS). PER = 40 #Random Music. RAND_MUSIC = true #Set Random Music. MUSIC1 = "062-Slow05" MUSIC2 = "058-Slow01" MUSIC3 = "030-Town08" #Active Title BGS. BGS_ON = false #Set Title BGS. BGS = "004-Wind04" #Set BGS volume. BGS_VOL = 10 #Transition Type. TRANS_TITLE = "020-flat01" #Transition Time. TRANS_TIME = 60 #Texto para acessar o menu de opções(Press any Key) T_B = "Premi un tasto" #Tamanho da fonte(Press any Key). T_B_FONT = 28 #Posição do texto na horizontal.(Press any Key) T_B_X = 250 #Posição do texto na vertical.(Press any Key) T_B_Y = 300 #Som ao apertar a tecla.(Press any Key) T_B_SE = "105-Heal01" #Ativar Zoom reverso na imagem de fundo. BACK_ZOOM = true #Nome da picture de opções de comando. #É necessário ter 3 picures nomeadas com #o nome abaixo mais o prefixo _01 , _02 e _03. COM = "Com" #----------------- # Imagem de Fundo #----------------- PIC_FD = "Back"#Nome da imagem. PIC_FD_OX = 1 #Velocidade de movimento na horizontal. PIC_FD_OY = 0 #Velocidade de movimento na vertical. PIC_FD_PRIOR = 1 #Prioridade da imagem. PIC_FD_OPA = 255 #Transparência da imagem. PIC_FD_BLEND = 0 #Tipo de Blend. #----------------- # Letras do Titulo #----------------- PIC_TEXTO = "Texto"#Nome da imagem. PIC_TEXTO_OX = 0 #Velocidade de movimento na horizontal. PIC_TEXTO_OY = 0 #Velocidade de movimento na vertical. PIC_TEXTO_OPA = 0 #Transparência Inicial da imagem. PIC_TEXTO_PRIOR = 9 #Prioridade da imagem. PIC_TEXTO_BLEND = 0 #Tipo de Blend. #----------------- # Imagem Camada 1 #----------------- PIC_FOG1 = "Fog01" #Nome da imagem. PIC_FOG_RAND = true #Ativar Sistema de Vento. PIC_FOG_MOV = 100 #Time para mudar de direção. PIC_FOG_OX_01 = 2 #Velocidade de movimento na horizontal. PIC_FOG_OY_01 = 2 #Velocidade de movimento na vertical. PIC_FOG_OX_02 = 3 #Velocidade de movimento na horizontal. PIC_FOG_OY_02 = -3 #Velocidade de movimento na vertical. PIC_FOG1_PRIOR = 3 #Prioridade da imagem. PIC_FOG1_BLEND = 1 #Tipo de Blend. PIC_FOG1_ZOOMX = 2 #Zoom da imagem na horizontal. PIC_FOG1_ZOOMY = 2 #Zoom da imagem na vertical. PIC_FOG1_OPA = 255 #Transparência da imagem. #----------------- # Imagem Camada 2 #----------------- PIC_FOG2 = "Fog02" #Nome da imagem. PIC_FOG2_RAND = true #Ativar Sistema de Vento. PIC_FOG2_MOV = 100 #Time para mudar de direção. PIC_FOG2_PRIOR = 2 #Prioridade da imagem. PIC_FOG2_BLEND = 1 #Tipo de Blend. PIC_FOG2_ZOOMX = 1 #Zoom da imagem na horizontal. PIC_FOG2_ZOOMY = 1 #Zoom da imagem na vertical. PIC_FOG2_OX_01 = 3 #Velocidade de movimento na horizontal. PIC_FOG2_OY_01 = 3 #Velocidade de movimento na vertical. PIC_FOG2_OX_02 = -3 #Velocidade de movimento na horizontal. PIC_FOG2_OY_02 = 3 #Velocidade de movimento na vertical. PIC_FOG2_OPA = 50 #Transparência da imagem. #----------------- # Imagem Camada 3 #----------------- PIC_FOG3 = "Tree" #Nome da imagem. PIC_FOG3_RAND = false #Ativar Sistema de Vento. PIC_FOG3_MOV = 100 #Time para mudar de direção. PIC_FOG3_PRIOR = 7 #Prioridade da imagem. PIC_FOG3_BLEND = 0 #Tipo de Blend. PIC_FOG3_ZOOMX = 1 #Zoom da imagem na horizontal. PIC_FOG3_ZOOMY = 1 #Zoom da imagem na vertical. PIC_FOG3_OX_01 = 3 #Velocidade de movimento na horizontal. PIC_FOG3_OY_01 = 0 #Velocidade de movimento na vertical. PIC_FOG3_OX_02 = -3 #Velocidade de movimento na horizontal. PIC_FOG3_OY_02 = 3 #Velocidade de movimento na vertical. PIC_FOG3_OPA = 255 #Transparência da imagem. #----------------- # Imagem LEAF - 01 #----------------- PIC_LEAF1 = "Leaf01" #Nome da imagem. PIC_LEAF1_RAND = true #Ativar Sistema de Vento. PIC_LEAF1_MOV = 200 #Time para mudar de direção. PIC_LEAF1_PRIOR = 10 #Prioridade da imagem. PIC_LEAF1_BLEND = 0 #Tipo de Blend. PIC_LEAF1_ZOOMX = 1 #Zoom da imagem na horizontal. PIC_LEAF1_ZOOMY = 1 #Zoom da imagem na vertical. PIC_LEAF1_OX1 = 1 #Velocidade de movimento na horizontal. PIC_LEAF1_OY1 = 1 #Velocidade de movimento na vertical. PIC_LEAF1_OX2 = 1 #Velocidade de movimento na horizontal. PIC_LEAF1_OY2 = 1 #Velocidade de movimento na vertical. PIC_LEAF1_OPA = 255 #Transparência da imagem. #----------------- # Imagem LEAF - 02 #----------------- PIC_LEAF2 = "Leaf02" #Nome da imagem. PIC_LEAF2_RAND = true #Ativar Sistema de Vento. PIC_LEAF2_MOV = 150 #Time para mudar de direção. PIC_LEAF2_PRIOR = 8 #Prioridade da imagem. PIC_LEAF2_BLEND = 0 #Tipo de Blend. PIC_LEAF2_ZOOMX = 1 #Zoom da imagem na horizontal. PIC_LEAF2_ZOOMY = 1 #Zoom da imagem na vertical. PIC_LEAF2_OX1 = 2 #Velocidade de movimento na horizontal. PIC_LEAF2_OY1 = 2 #Velocidade de movimento na vertical. PIC_LEAF2_OX2 = 2 #Velocidade de movimento na horizontal. PIC_LEAF2_OY2 = 2 #Velocidade de movimento na vertical. PIC_LEAF2_OPA = 255 #Transparência da imagem. #------------------------------------------------------------------------------- #Movimento de Dispose. #------------------------------------------------------------------------------- #Alterar movimento ao escolher uma opção de comando. DIS_MOV = true #Tempo do movimento DIS_TIME = 80 #Redução da Transparência imagem. DIS_PIC1_OPA = 0 DIS_PIC2_OPA = 5 DIS_PIC3_OPA = 0 DIS_PIC4_OPA = 0 DIS_PIC5_OPA = 0 DIS_PIC6_OPA = 0 DIS_PIC_LEAF1_OPA = 5 DIS_PIC_LEAF2_OPA = 5 #Movimento da imagem DIS_PIC1_OX = -6 DIS_PIC1_OY = 0 DIS_PIC2_OX = 0 DIS_PIC2_OY = 0 DIS_PIC3_OX = 0 DIS_PIC3_OY = 0 DIS_PIC4_OX = 0 DIS_PIC4_OY = 0 DIS_PIC5_OX = 4 DIS_PIC5_OY = 0 DIS_PIC6_OX = 0 DIS_PIC6_OY = 0 DIS_PIC_LEAF1_OX = 0 DIS_PIC_LEAF1_OY = 0 DIS_PIC_LEAF2_OX = 0 DIS_PIC_LEAF2_OY = 0 #Zoom da imagem DIS_PIC1_ZOOMX = 0.02 DIS_PIC1_ZOOMY = 0.02 DIS_PIC2_ZOOMX = 0 DIS_PIC2_ZOOMY = 0 DIS_PIC3_ZOOMX = 0 DIS_PIC3_ZOOMY = 0 DIS_PIC4_ZOOMX = 0 DIS_PIC4_ZOOMY = 0 DIS_PIC5_ZOOMX = 0.004 DIS_PIC5_ZOOMY = 0.004 DIS_PIC6_ZOOMX = 0 DIS_PIC6_ZOOMY = 0 DIS_PIC_LEAF1_ZOOMX = 0 DIS_PIC_LEAF1_ZOOMY = 0 DIS_PIC_LEAF2_ZOOMX = 0 DIS_PIC_LEAF2_ZOOMY = 0 end #=============================================================================== # Scene Title #=============================================================================== class Scene_Title #-------------------------------------------------------------------------- # Main #-------------------------------------------------------------------------- def main if $BTEST battle_test return end $full_screen += 1 if MOG::FULL_SCREEN == true and $full_screen == 1 $showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' ' $showm.call(18,0,0,0) $showm.call(13,0,0,0) $showm.call(13,0,2,0) $showm.call(18,0,2,0) end $data_actors = load_data("Data/Actors.rxdata") $data_classes = load_data("Data/Classes.rxdata") $data_skills = load_data("Data/Skills.rxdata") $data_items = load_data("Data/Items.rxdata") $data_weapons = load_data("Data/Weapons.rxdata") $data_armors = load_data("Data/Armors.rxdata") $data_enemies = load_data("Data/Enemies.rxdata") $data_troops = load_data("Data/Troops.rxdata") $data_states = load_data("Data/States.rxdata") $data_animations = load_data("Data/Animations.rxdata") $data_tilesets = load_data("Data/Tilesets.rxdata") $data_common_events = load_data("Data/CommonEvents.rxdata") $data_system = load_data("Data/System.rxdata") $game_system = Game_System.new s1 = "" s2 = "" s3 = "" @command_window = Window_Command.new(160, [s1, s2, s3]) @command_window.opacity = 0 @command_window.x = 0 - @command_window.width / 2 @command_window.y = 0 @command_window.visible = false @command_window.active = false @mb01 = Plane.new @mb01.bitmap = RPG::Cache.title(MOG::PIC_FD) @mb01.opacity = MOG::PIC_FD_OPA @mb01.z = MOG::PIC_FD_PRIOR @mb01.blend_type = MOG::PIC_FD_BLEND @mb02 = Plane.new @mb02.bitmap = RPG::Cache.title(MOG::PIC_TEXTO) @mb02.z = MOG::PIC_TEXTO_PRIOR @mb02.opacity = MOG::PIC_TEXTO_OPA @mb02.blend_type = MOG::PIC_TEXTO_BLEND @mb03 = Plane.new @mb03.bitmap = RPG::Cache.title(MOG::PIC_FOG1) @mb03.z = MOG::PIC_FOG1_PRIOR @mb03.zoom_x = MOG::PIC_FOG1_ZOOMX @mb03.zoom_y = MOG::PIC_FOG1_ZOOMY @mb03.blend_type = MOG::PIC_FOG1_BLEND @mb03.opacity = MOG::PIC_FOG1_OPA @mb04 = Plane.new @mb04.bitmap = RPG::Cache.title(MOG::PIC_FOG2) @mb04.z = MOG::PIC_FOG2_PRIOR @mb04.zoom_x = MOG::PIC_FOG2_ZOOMX @mb04.zoom_y = MOG::PIC_FOG2_ZOOMY @mb04.blend_type = MOG::PIC_FOG2_BLEND @mb04.opacity = MOG::PIC_FOG2_OPA @mb05 = Plane.new @mb05.bitmap = RPG::Cache.title(MOG::PIC_FOG3) @mb05.z = MOG::PIC_FOG3_PRIOR @mb05.zoom_x = MOG::PIC_FOG3_ZOOMX @mb05.zoom_y = MOG::PIC_FOG3_ZOOMY @mb05.blend_type = MOG::PIC_FOG3_BLEND @mb05.opacity = MOG::PIC_FOG3_OPA @mb07 = Plane.new @mb07.bitmap = RPG::Cache.title(MOG::PIC_LEAF1) @mb07.z = MOG::PIC_LEAF1_PRIOR @mb07.zoom_x = MOG::PIC_LEAF1_ZOOMX @mb07.zoom_y = MOG::PIC_LEAF1_ZOOMY @mb07.blend_type = MOG::PIC_LEAF1_BLEND @mb07.opacity = MOG::PIC_LEAF1_OPA @mb08 = Plane.new @mb08.bitmap = RPG::Cache.title(MOG::PIC_LEAF2) @mb08.z = MOG::PIC_LEAF2_PRIOR @mb08.zoom_x = MOG::PIC_LEAF2_ZOOMX @mb08.zoom_y = MOG::PIC_LEAF2_ZOOMY @mb08.blend_type = MOG::PIC_LEAF2_BLEND @mb08.opacity = MOG::PIC_LEAF2_OPA @bot = Sprite.new @bot.bitmap = Bitmap.new(160,100) @bot.x = MOG::T_B_X @bot.y = MOG::T_B_Y @bot.z = 9999 @bot.opacity = 0 @bot.bitmap.font.size = MOG::T_B_FONT @bot.bitmap.font.bold = true @bot.bitmap.draw_text(0, 20, 160, 64, MOG::T_B) @bot2 = Sprite.new @bot2.bitmap = Bitmap.new(160,100) @bot2.x = MOG::T_B_X @bot2.y = MOG::T_B_Y @bot2.z = 9998 @bot2.opacity = 0 @bot2.bitmap.font.size = MOG::T_B_FONT @bot2.bitmap.font.bold = true @bot2.color.set(0,0,0) @bot2.bitmap.draw_text(2, 22, 160, 64, MOG::T_B) @com = Sprite.new @com.bitmap = RPG::Cache.title(MOG::COM + "_01") @com.z = 10000 @com.opacity = 0 @com.y = 300 @logo = Plane.new @logo.bitmap = RPG::Cache.title(MOG::LOGO_PIC) @logo.z = 999999 @logo.opacity = 0 @time = 0 @time_zoom = 0 @time_music = 0 @time_logo = MOG::LOGO_TIME @logo_r = 0 @rs = 0 @mb01.visible = false @mb02.visible = false @mb03.visible = false @mb04.visible = false @mb05.visible = false @mb07.visible = false @mb08.visible = false @com.visible = false @logo.visible = true @continue_enabled = false for i in 0..3 if FileTest.exist?("Save#{i+1}.rxdata") @continue_enabled = true end end if @continue_enabled @command_window.index = 1 else @command_window.disable_item(1) end Audio.bgm_stop Audio.me_stop Audio.bgs_stop if MOG::BGS_ON == true Audio.bgs_play("Audio/BGS/" + MOG::BGS, MOG::BGS_VOL, 100) end Graphics.transition(MOG::TRANS_TIME, "Graphics/Transitions/" + MOG::TRANS_TITLE ) loop do Graphics.update Input.update update if $scene != self break end end if MOG::DIS_MOV == true for i in 1..MOG::DIS_TIME @mb01.opacity -= MOG::DIS_PIC1_OPA @mb02.opacity -= MOG::DIS_PIC2_OPA @mb03.opacity -= MOG::DIS_PIC3_OPA @mb04.opacity -= MOG::DIS_PIC4_OPA @mb05.opacity -= MOG::DIS_PIC5_OPA @mb07.opacity -= MOG::DIS_PIC_LEAF1_OPA @mb08.opacity -= MOG::DIS_PIC_LEAF2_OPA @com.opacity -= MOG::DIS_PIC2_OPA @mb01.ox += MOG::DIS_PIC1_OX @mb01.oy += MOG::DIS_PIC1_OY @mb02.ox += MOG::DIS_PIC2_OX @mb02.oy += MOG::DIS_PIC2_OY @mb03.ox += MOG::DIS_PIC3_OX @mb03.oy += MOG::DIS_PIC3_OY @mb04.ox += MOG::DIS_PIC4_OX @mb04.oy += MOG::DIS_PIC4_OY @mb05.ox += MOG::DIS_PIC5_OX @mb05.oy += MOG::DIS_PIC5_OY @mb07.ox += MOG::DIS_PIC_LEAF1_OX @mb07.oy += MOG::DIS_PIC_LEAF1_OY @mb08.ox += MOG::DIS_PIC_LEAF2_OX @mb08.oy += MOG::DIS_PIC_LEAF2_OY @mb01.zoom_x += MOG::DIS_PIC1_ZOOMX @mb01.zoom_y += MOG::DIS_PIC1_ZOOMY @mb02.zoom_x += MOG::DIS_PIC2_ZOOMX @mb02.zoom_y += MOG::DIS_PIC2_ZOOMY @mb03.zoom_x += MOG::DIS_PIC3_ZOOMX @mb03.zoom_y += MOG::DIS_PIC3_ZOOMY @mb04.zoom_x += MOG::DIS_PIC4_ZOOMX @mb04.zoom_y += MOG::DIS_PIC4_ZOOMY @mb05.zoom_x += MOG::DIS_PIC5_ZOOMX @mb05.zoom_y += MOG::DIS_PIC5_ZOOMY @mb07.zoom_x += MOG::DIS_PIC_LEAF1_ZOOMX @mb07.zoom_y += MOG::DIS_PIC_LEAF1_ZOOMY @mb08.zoom_x += MOG::DIS_PIC_LEAF2_ZOOMX @mb08.zoom_y += MOG::DIS_PIC_LEAF2_ZOOMY @bot.opacity -= 10 @bot2.opacity -= 10 Graphics.update end end Graphics.freeze @command_window.dispose @mb01.dispose @mb02.dispose @mb03.dispose @mb04.dispose @mb05.dispose @mb07.dispose @mb08.dispose @bot.dispose @bot2.dispose @com.dispose @logo.dispose end #-------------------------------------------------------------------------- # Update #-------------------------------------------------------------------------- def update @time_logo -= 1 if @time_logo <= 0 @time_logo = 0 end if @logo.opacity < 30 and @logo_r == 1 @logo.visible = false @logo.opacity = 0 @logo.bitmap = RPG::Cache.title("") end if @bot.opacity < 30 and @command_window.active == true @bot.visible = false @bot2.visible = false @bot.bitmap.draw_text(0, 0, 32, 32,"") @bot2.bitmap.draw_text(0, 0, 32, 32,"") end if @logo_r == 0 and @logo.opacity <= 250 @logo.opacity += 2 elsif @time_logo <= 0 @logo_r = 1 @logo.opacity -= 2 @mb01.visible = true @mb02.visible = true @mb03.visible = true @mb04.visible = true @mb05.visible = true @mb07.visible = true @mb08.visible = true @com.visible = true @bot.opacity += 2 @bot2.opacity += 2 Audio.me_fade(500) if @bot.opacity >= 255 @bot.opacity = 255 @bot2.opacity = 255 end end if MOG::RAND_MUSIC == true and @logo_r == 1 and @rs == 1 @rs += 1 case rand(3) when 0 Audio.bgm_play("Audio/BGM/" + MOG::MUSIC1, 100, 100) when 1 Audio.bgm_play("Audio/BGM/" + MOG::MUSIC2, 100, 100) when 2 Audio.bgm_play("Audio/BGM/" + MOG::MUSIC3, 100, 100) end else if @logo_r == 1 and @rs == 1 $game_system.bgm_play($data_system.title_bgm) @rs += 1 end end if @command_window.active == true @bot.opacity -= 5 @bot2.opacity -= 5 @bot.x -= 5 @bot2.x += 5 @com.opacity += 2 if @com.y > 0 @com.y -= 5 elsif @com.y < 0 @com.y = 0 @com.opacity = 255 end end r = rand(100) + 150 g = rand(100) + 150 b = rand(100) + 150 @command_window.update @time += 2 @time_zoom += 1 if @time_zoom > 1000 @time_zoom = 0 end if @time_zoom > 500 and MOG::BACK_ZOOM == true @mb01.zoom_x += 0.004 @mb01.zoom_y += 0.004 if @mb01.zoom_x >= 2 @mb01.zoom_x = 2 @mb01.zoom_y = 2 end elsif MOG::BACK_ZOOM == true @mb01.zoom_x -= 0.004 @mb01.zoom_y -= 0.004 if @mb01.zoom_x <= 1 @mb01.zoom_x = 1 @mb01.zoom_y = 1 end end @mb01.ox -= MOG::PIC_FD_OX @mb01.oy -= MOG::PIC_FD_OY @mb02.ox -= MOG::PIC_TEXTO_OX @mb02.oy -= MOG::PIC_TEXTO_OY @mb02.opacity += 2 Graphics.frame_rate = MOG::PER if @time < MOG::PIC_LEAF1_MOV and MOG::PIC_LEAF1_RAND == true @mb07.ox += MOG::PIC_LEAF1_OX2 @mb07.oy -= MOG::PIC_LEAF1_OY2 else @mb07.ox -= MOG::PIC_LEAF1_OX1 @mb07.oy -= MOG::PIC_LEAF1_OY1 end if @time < MOG::PIC_LEAF2_MOV and MOG::PIC_LEAF2_RAND == true @mb08.ox -= MOG::PIC_LEAF2_OX2 @mb08.oy -= MOG::PIC_LEAF2_OY2 else @mb08.ox += MOG::PIC_LEAF2_OX1 @mb08.oy -= MOG::PIC_LEAF2_OY1 end if @time < MOG::PIC_FOG_MOV and MOG::PIC_FOG_RAND == true @mb03.ox -= MOG::PIC_FOG_OX_02 @mb03.oy -= MOG::PIC_FOG_OY_02 else @mb03.ox += MOG::PIC_FOG_OX_01 @mb03.oy -= MOG::PIC_FOG_OY_01 end if @time < MOG::PIC_FOG2_MOV and MOG::PIC_FOG2_RAND == true @mb04.ox -= MOG::PIC_FOG2_OX_02 @mb04.oy -= MOG::PIC_FOG2_OY_02 else @mb04.ox -= MOG::PIC_FOG2_OX_01 @mb04.oy -= MOG::PIC_FOG2_OY_01 end if @time < MOG::PIC_FOG3_MOV and MOG::PIC_FOG3_RAND == true @mb05.ox -= MOG::PIC_FOG3_OX_02 @mb05.oy -= MOG::PIC_FOG3_OY_02 else @mb05.ox -= MOG::PIC_FOG3_OX_01 @mb05.oy -= MOG::PIC_FOG3_OY_01 end @bot.color.set(r,g,b) if @time > 400 @time = 0 end if @rs == 0 Audio.me_play("Audio/ME/" + MOG::LOGO_ME, 100, 100) @rs += 1 end if @logo.opacity <= 100 and @logo_r == 1 if Input.trigger?(Input::C) and @command_window.active == true case @command_window.index when 0 command_new_game when 1 command_continue when 2 command_shutdown end elsif Input.trigger?(Input::C) and @command_window.active == false or Input.trigger?(Input::B) and @command_window.active == false Audio.se_play("Audio/SE/" + MOG::T_B_SE) @command_window.active = true end end case @command_window.index when 0 @com.bitmap = RPG::Cache.title(MOG::COM + "_01") when 1 @com.bitmap = RPG::Cache.title(MOG::COM + "_02") when 2 @com.bitmap = RPG::Cache.title(MOG::COM + "_03") end end #-------------------------------------------------------------------------- # Command_New_Game #-------------------------------------------------------------------------- def command_new_game Audio.bgs_fade(800) $game_system.se_play($data_system.decision_se) Audio.bgm_stop Graphics.frame_count = 0 $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new $game_party.setup_starting_members $game_map.setup($data_system.start_map_id) $game_player.moveto($data_system.start_x, $data_system.start_y) $game_player.refresh $game_map.autoplay $game_map.update $scene = Scene_Map.new end #-------------------------------------------------------------------------- # Command_Continue #-------------------------------------------------------------------------- def command_continue unless @continue_enabled $game_system.se_play($data_system.buzzer_se) return end Audio.bgs_fade(800) $game_system.se_play($data_system.decision_se) $scene = Scene_Load.new end #-------------------------------------------------------------------------- # Command_Shutdown #-------------------------------------------------------------------------- def command_shutdown $game_system.se_play($data_system.decision_se) Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) $scene = nil end #-------------------------------------------------------------------------- # Battle_Test #-------------------------------------------------------------------------- def battle_test $data_actors = load_data("Data/BT_Actors.rxdata") $data_classes = load_data("Data/BT_Classes.rxdata") $data_skills = load_data("Data/BT_Skills.rxdata") $data_items = load_data("Data/BT_Items.rxdata") $data_weapons = load_data("Data/BT_Weapons.rxdata") $data_armors = load_data("Data/BT_Armors.rxdata") $data_enemies = load_data("Data/BT_Enemies.rxdata") $data_troops = load_data("Data/BT_Troops.rxdata") $data_states = load_data("Data/BT_States.rxdata") $data_animations = load_data("Data/BT_Animations.rxdata") $data_tilesets = load_data("Data/BT_Tilesets.rxdata") $data_common_events = load_data("Data/BT_CommonEvents.rxdata") $data_system = load_data("Data/BT_System.rxdata") Graphics.frame_count = 0 $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new $game_party.setup_battle_test_members $game_temp.battle_troop_id = $data_system.test_troop_id $game_temp.battle_can_escape = true $game_map.battleback_name = $data_system.battleback_name $game_system.se_play($data_system.battle_start_se) $game_system.bgm_play($game_system.battle_bgm) $scene = Scene_Battle.new end end $full_screen = 0 $mog_rgss_title_sofia = true
File Allegati:
:rox: infilza con il mouse la mano dell'omino giallo dei simpson
( kiedo un supporto agli scripter e a ki se ne intende di queste cose....non ce un modo x far si ke non mette il gioco a schermo intero?? risp pls )

Title screen
in Richiesta risorse grafiche XP
Posted · Edited by Apo
Spoiler buggato
credo ke sia la sezione giusta...
comunque, visto ke non so fare queste cose kiedo a voi, volevo sapere se riuscivate a creare dei titl screen tipo
http://img28.imageshack.us/img28/2590/49908898.png
http://img816.imageshack.us/img816/2468/74925256.pnghttp://img52.imageshack.us/img52/1888/63451069.png
se si inviatemi 1 pm