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Antiguo 22-jul-2011, 21:43
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Fecha de Ingreso: diciembre-2010
Mensajes: 84
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Predeterminado [VX] FFIV Titulo

Creado por: DEMYX09
Version: 0.8


Video:

http://www.youtube.com/watch?v=HwuoOsYL7V0

Información:
Script que simula el title del jeugo final fantasy 4 .

proximas actualizaciones:
Fondo cambia de color


Como usar:
-pegar sobre MAIN
-Importar las imagenes correspondientes una nueva carpeta GRAFIC\FTitle


Imagen necesaria:
[spoiler]



[/spoiler]


actualizado version 0.8
-ya no habra title no es necesario
-corregido todos los erres
-ahora se puede mover el trio de imagenes

Script:


Código:
#==============================================================================
#==============================================================================

                                                          #FF4 title 
                                                      #Credits:Demyx09
                                      # Web:http://gamefactory.forogratuito.net/
                                                        #Version: 0.8

            #Necesitan  imagenes en una nueva carpeta GRAFIC\FTitle con los nombres:
                                                      #FF4NewGame
                                                      #FF4Fin
                                                      #FF4Continuar
                                                      #Cursor
#==============================================================================
 
#==============================================================================
 module Demyx09
 #==============================================================================
  
  
  
  COMMANS_X = 210    # <cordenadas horizontales del trio de imagenes (nuevo jeugo,continue,findel jeugo)
    COMMANS_Y =300    # <cordenadas verticales del trio de imagenes (nuevo jeugo,continue,findel jeugo)
    
    
    
    
 #==============================================================================
 #==============================================================================
    
  end 
module Cache
def self.final(filename)
    load_bitmap("Graphics/FTitle/", filename)
  end
end
class Scene_Title < Scene_Base
def start
    super
    load_database                  
    create_game_objects            
    check_continue                  
    create_title_graphic            
    create_command_window  
    @command_window.x = Demyx09::COMMANS_X
    @command_window.y = Demyx09::COMMANS_Y
    @command_window.opacity = 0
    @window_command
    play_title_music 
    @New = Sprite.new
    @New.bitmap = Cache.final("FF4NewGame")
    @New.x += 20 + @command_window.x 
    @New.y = @command_window.y+20
    if  @continue_enabled == true
    demyx_conyfin
    else
    demyx_fin
    end
  end
  def perform_transition
    Graphics.transition(20)
  end
  def post_start
    super
    open_command_window
  end
  def pre_terminate
    super
    close_command_window
  end
  def terminate
    super
    @Fin.dispose
    @New.dispose
    if  @continue_enabled == true
    @Continuar.dispose
    end
    dispose_command_window
    snapshot_for_background
    dispose_title_graphic
  end
    def update
    super
    @command_window.update
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0    
        command_new_game
      when 1  
          if  @continue_enabled == true
        command_continue
      else
        command_shutdown
        end
      when 2  
        command_shutdown
      end
    end
  end
  def check_continue
    @continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
  end
  def create_title_graphic
    @sprite = Sprite.new
  @sprite.bitmap = Cache.system("Title")
    @sprite.z = -50
  end  
  def dispose_title_graphic
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  def create_command_window
    if  @continue_enabled == true
    s1 = Vocab::new_game
    s2 = ""
    s3 = Vocab::shutdown
    @command_window = Window_Demyx.new(172, [s1, s2, s3])
    @command_window.x = (544 - @command_window.width) / 2
    @command_window.y = 288
  else
    s1 = Vocab::new_game
    s2 = Vocab::shutdown
      @command_window = Window_Demyx.new(172, [s1, s2])
    @command_window.x = (544 - @command_window.width) / 2
    @command_window.y = 288
  end
    if @continue_enabled                
      @command_window.index = 1        
    else                                
    end
    @command_window.openness = 0
    @command_window.open
  end
  def dispose_command_window
    @command_window.dispose
  end
  def open_command_window
    @command_window.open
    begin
      @command_window.update
      Graphics.update
    end until @command_window.openness == 255
    @command_window.cursor_demyx
  end
  def close_command_window
    @command_window.close
    begin
      @command_window.update
      Graphics.update
    end until @command_window.openness == 0
  end
def demyx_conyfin
    @Continuar = Sprite.new
    @Continuar.bitmap = Cache.final("FF4Continuar")
    @Continuar.x += 20 + @command_window.x 
    @Continuar.y = @command_window.y+45
    @Fin = Sprite.new
    @Fin.bitmap = Cache.final("FF4Fin")
    @Fin.x += 20 + @command_window.x 
    @Fin.y = @command_window.y+70
  end
  def demyx_fin
    @Fin = Sprite.new
    @Fin.bitmap = Cache.final("FF4Fin")
    @Fin.x += 20 + @command_window.x 
    @Fin.y = @command_window.y+45
  end
  end
#==============================================================================
#==============================================================================

class Window_Demyx< Window_Selectable
 attr_reader  :commands      
 def initialize(width, commands, column_max = 1, row_max = 0, spacing = 32)
    if row_max == 0
      row_max = (commands.size + column_max - 1) / column_max
    end
    super(0, 0, width, row_max * WLH + 32, spacing)
    @commands = commands
    @item_max = commands.size
    @column_max = column_max
    @Cu = Sprite.new
    @Cu.bitmap = Cache.final("Cursor")
    @Cu.opacity = 0
    self.index = 0
  end
def dispose
        @Cu.dispose
        end
  def item_rect(index)
    rect = Rect.new(0, 0, 0, 0)
    rect.x = index % @column_max * (rect.width + @spacing)
    rect.y = index / @column_max * WLH
  @Cu.x =  rect.x + self.x
    @Cu.y = 23 + rect.y + self.y
    return rect
  end
end
def cursor_demyx
  @Cu.opacity = 222
  end



Última edición por Demyx09 fecha: 26-jul-2011 a las 15:15.
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