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#1 KingDom Hearts Main Title el Mar Jul 09, 2013 2:46 am

Limo2710

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Es mi primer "Post" y espero que les sea util y les traigo el "Script" y el Demo de el Menú de inicio estilo a KingDom Hearts 2

Código:
 ##==============================================================================
# MOG VX - Scene Title Screen Miria V2.0
#==============================================================================
# Title By Moghunter
# http://www.atelier-rgss.com/
# Splash screen By Vlue L. Maynara
# Editted By Shadic66
#==============================================================================
# Tela de Titulo animado
#==============================================================================
# 1 - Crie uma pasta chamada de PICTURES (Graphics/Pictures)
# 2 - Dentro desta pasta devem conter as seguintes imagens
#
# Title             #Imagem que contem o texto do titulo
# Transition        #Imagem da transição de tela
# Plane1            #Imagem da camada 1
# Plane2            #Imagem da camada 2
# Plane3            #Imagem da camada 3
# Title_Command     #Imagem do menu seleção NEW GAME
# Logo              #Imagem da tela inicial
#
#==============================================================================
# Histórico
# v2.0 - Melhor codificação.
#==============================================================================
module MOG_VX01
   # Tempo de transição.
   TT = 240
   #Ativar movimento de Onda no texto do titulo.
   # (true = Ativar ou false = Desativar)
   TWAVE = true
   #Opacidade da imagem camada 1.
   TPLANE1_OPA = 255
   # Velocidade de movimento da camada 1 na horizontal.
   TPLANE1_X = 0
   # Velocidade de movimento da camada 1 na vertical.
   TPLANE1_Y = 0
   # Posição do comando
   COMMAND_POS = [0, 220]
   #Fadein (frames)
   PRETITLE_TRANSITION = 10
   #How long to display (frames)
   PRETITLE_WAIT       = 120
   #Volume of Music (%)
   PRETITLE_VOLUME     = 100
   #Pitch of Music (50-150)
   PRETITLE_PITCH      = 100
   #File to load, nil if none (Filename must be in quotes, ex. "Gameover")
   PRETITLE_FILE       = "Logo"  
end

#===============================================================================
# ■  Cache
#===============================================================================
module Cache
 def self.title(filename)
   load_bitmap("Graphics/Pictures/", filename)
 end
end

#===============================================================================
# ■  Scene_Title
#===============================================================================

class Scene_Title < Scene_Base
include  MOG_VX01
   
 #--------------------------------------------------------------------------
 # ● Start
 #--------------------------------------------------------------------------
 def start
     super
     load_database
     create_game_objects
     check_continue
     create_splash_screen
     create_title_graphic            
     create_command_window    
     create_command_sprite
     play_title_music                
 end
 
 #--------------------------------------------------------------------------
 # ● create_splash_screen
 #--------------------------------------------------------------------------
 def create_splash_screen
   if PRETITLE_FILE != nil
     $data_system.title_bgm.play
     @sprite1 = Sprite.new
     @sprite1.bitmap = Cache.title(PRETITLE_FILE)
     Graphics.transition(PRETITLE_TRANSITION)
     Graphics.wait(PRETITLE_WAIT)
     @sprite1.bitmap.dispose
     @sprite1.dispose
   end
 end
 
 #--------------------------------------------------------------------------
 # ● post_start
 #--------------------------------------------------------------------------
 def post_start
     super
     open_command_window
 end

 #--------------------------------------------------------------------------
 # ● create_title_graphic
 #--------------------------------------------------------------------------  
 def create_title_graphic
     @sprite = Plane.new    
     @sprite.bitmap = Cache.title("Plane1")
     @sprite.opacity = TPLANE1_OPA
     @sprite.z  = 1
     if TWAVE == true
     end
 end
 
 #--------------------------------------------------------------------------
 # ● create_command_sprite
 #--------------------------------------------------------------------------    
 def create_command_sprite
     @com_image = Cache.title("Title_Command")  
     @com_bitmap = Bitmap.new(@com_image.width,@com_image.height)
     @com_width = @com_image.width
     @com_height = @com_image.height / 3    
     @com_src_rect = Rect.new(0, @command_window.index * @com_height, @com_width, @com_height)
     @com_bitmap.blt(0,0, @com_image, @com_src_rect)        
     @com = Sprite.new
     @com.bitmap = @com_bitmap
     @com.opacity = 0  
     @com.x = COMMAND_POS[0]
     @com.y = COMMAND_POS[1]
     @com.z = 4
 end
 
 #--------------------------------------------------------------------------
 # ● pre_terminate
 #--------------------------------------------------------------------------
 def pre_terminate
     super
     close_command_window
 end

 #--------------------------------------------------------------------------
 # ● perform_transition
 #--------------------------------------------------------------------------  
 def perform_transition
     Graphics.transition(TT , "Graphics/Pictures/Transition")
 end

 #--------------------------------------------------------------------------
 # ● update
 #--------------------------------------------------------------------------
 def update
     super
     @command_window.update
     update_sprite_command    
     @com.opacity += 2
     @sprite.ox += TPLANE1_X
     @sprite.oy += TPLANE1_Y
     if Input.trigger?(Input::C)
         case @command_window.index
             when 0  
               command_new_game
             when 1  
               command_continue
             when 2  
               command_shutdown
         end
     end
 end

 #--------------------------------------------------------------------------
 # ● update_sprite_command
 #--------------------------------------------------------------------------  
 def update_sprite_command
     return if @sprite_index == @command_window.index
     @sprite_index = @command_window.index
     @com.bitmap.clear
     @com_src_rect = Rect.new(0, @command_window.index * @com_height, @com_width, @com_height)
     @com_bitmap.blt(0,0, @com_image, @com_src_rect)          
 end
 
 #--------------------------------------------------------------------------
 # ● update_slide
 #--------------------------------------------------------------------------
 def update_slide
     @sprite.ox += TPLANE1_X
     @sprite.oy += TPLANE1_Y
 end

 #--------------------------------------------------------------------------
 # ● load_database
 #--------------------------------------------------------------------------
 def load_database
     $data_actors        = load_data("Data/Actors.rvdata")
     $data_classes       = load_data("Data/Classes.rvdata")
     $data_skills        = load_data("Data/Skills.rvdata")
     $data_items         = load_data("Data/Items.rvdata")
     $data_weapons       = load_data("Data/Weapons.rvdata")
     $data_armors        = load_data("Data/Armors.rvdata")
     $data_enemies       = load_data("Data/Enemies.rvdata")
     $data_troops        = load_data("Data/Troops.rvdata")
     $data_states        = load_data("Data/States.rvdata")
     $data_animations    = load_data("Data/Animations.rvdata")
     $data_common_events = load_data("Data/CommonEvents.rvdata")
     $data_system        = load_data("Data/System.rvdata")
     $data_areas         = load_data("Data/Areas.rvdata")
 end
 
 #--------------------------------------------------------------------------
 # ● load_bt_database
 #--------------------------------------------------------------------------
 def load_bt_database
     $data_actors        = load_data("Data/BT_Actors.rvdata")
     $data_classes       = load_data("Data/BT_Classes.rvdata")
     $data_skills        = load_data("Data/BT_Skills.rvdata")
     $data_items         = load_data("Data/BT_Items.rvdata")
     $data_weapons       = load_data("Data/BT_Weapons.rvdata")
     $data_armors        = load_data("Data/BT_Armors.rvdata")
     $data_enemies       = load_data("Data/BT_Enemies.rvdata")
     $data_troops        = load_data("Data/BT_Troops.rvdata")
     $data_states        = load_data("Data/BT_States.rvdata")
     $data_animations    = load_data("Data/BT_Animations.rvdata")
     $data_common_events = load_data("Data/BT_CommonEvents.rvdata")
     $data_system        = load_data("Data/BT_System.rvdata")
 end

 #--------------------------------------------------------------------------
 # ● create_game_objects
 #--------------------------------------------------------------------------
 def create_game_objects
     $game_temp          = Game_Temp.new
     $game_message       = Game_Message.new
     $game_system        = Game_System.new
     $game_switches      = Game_Switches.new
     $game_variables     = Game_Variables.new
     $game_self_switches = Game_SelfSwitches.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
 end
 
 #--------------------------------------------------------------------------
 # ● check_continue
 #--------------------------------------------------------------------------
 def check_continue
     @continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
 end
 
 #--------------------------------------------------------------------------
 # ● dispose_title_graphic
 #--------------------------------------------------------------------------
 def dispose_title_graphic
     @sprite.bitmap.dispose
     @com.bitmap.dispose    
     @sprite.dispose
     @com.dispose
 end

 #--------------------------------------------------------------------------
 # ● create_command_window
 #--------------------------------------------------------------------------  
 def create_command_window
     s1 = Vocab::new_game
     s2 = Vocab::continue
     s3 = Vocab::shutdown
     @command_window = Window_Command.new(172, [s1, s2, s3])
     @command_window.opacity = 0
     @command_window.contents_opacity = 0
     if @continue_enabled                  
        @command_window.index = 1            
     else                              
        @command_window.draw_item(1, false)  
     end
 end
 
 #--------------------------------------------------------------------------
 # ● dispose_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
     begin
         @command_window.update
         Graphics.update
     end until @command_window.openness == 0
 end

 #--------------------------------------------------------------------------
 # ● play_title_music
 #--------------------------------------------------------------------------  
 def play_title_music
     RPG::BGS.stop
     RPG::ME.stop
 end

 #--------------------------------------------------------------------------
 # ● confirm_player_location
 #--------------------------------------------------------------------------  
 def confirm_player_location
     if $data_system.start_map_id == 0
         print "プレイヤーの初期位置が設定されていません。"
         exit
     end
 end

 #--------------------------------------------------------------------------
 # ● command_new_game
 #--------------------------------------------------------------------------  
 def command_new_game
     confirm_player_location
     Sound.play_decision
     $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
     $scene = Scene_Map.new
     RPG::BGM.fade(1500)
     close_command_window
     Graphics.fadeout(60)
     Graphics.wait(40)
     Graphics.frame_count = 0
     RPG::BGM.stop
     $game_map.autoplay
 end
 
 #--------------------------------------------------------------------------
 # ● command_continue
 #--------------------------------------------------------------------------  
 def command_continue
     if @continue_enabled
         Sound.play_decision
         $scene = Scene_File.new(false, true, false)
     else
         Sound.play_buzzer
     end
 end

 #--------------------------------------------------------------------------
 # ● command_shutdown  
 #--------------------------------------------------------------------------  
 def command_shutdown    
     Sound.play_decision
     RPG::BGM.fade(800)
     RPG::BGS.fade(800)
     RPG::ME.fade(800)
     $scene = nil
 end

 #--------------------------------------------------------------------------
 # ● battle_test
 #--------------------------------------------------------------------------  
 def battle_test
     load_bt_database              
     create_game_objects        
     Graphics.frame_count = 0          
     $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

$mog_rgssvx_title_screen_miria = true

Y ahora la demo

Spoiler:


http://img690.imageshack.us/img690/2337/5i8w.png

#2 Re: KingDom Hearts Main Title el Miér Jul 24, 2013 4:20 pm

julydis

avatar
En enlace no funciona ¿Podrías subirlo de nuevo?
Y tengo una pregunta ¿Sirve para el RPG Maker XP? Es que no lo has puesto...

#3 Re: KingDom Hearts Main Title el Miér Jul 24, 2013 4:33 pm

K43de

avatar
Si no me equivoco es para VX y el enlace no funciona, se ve bueno! Ópalo Sonriente

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