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RPG Maker XP an intro at the titel screen.
#4
(04-21-2016, 01:57 AM)DarkGrievous7145 Wrote: Don't get the wrong idea, here, because I'm not implying that this doesn't belong on this site, but, have you asked people on any of the rpgmaker sites about this?

Also, is your directory structure identical to what the script is asking for?
Assuming that error is actually any bit reliable, what I'm gathering from the description is you're saying "hey, load this/these asset(s)!" and rpgmaker is not able to find them, meaning they have different names, or maybe are in some other folder, etc. I don't have any experience with rpgmaker, however, so I can only make an educated guess based off of what that error message is saying. "No such file or directory" would usually imply that for some reason or another, the game/application isn't finding that resource because it doesn't exist, or has been re-named or moved.

Okay thanks. But this script can't find the image what I would search at the picture or title folder.

https://atelierrgss.wordpress.com/scripts/rpg-maker-xp/

I using now Atelier XP animate title script but there are also problems to starting the game.

Code:
#_________________________________________________
# MOG Animated Title Celia V1.6            
#_________________________________________________
# By Moghunter    
# http://www.atelier-rgss.com
#_________________________________________________
# Tela de titulo animada por frames.
# Para nomear os frames de imagens nomeie da seguinte forma.
#
# Megaman BN Black OX 1.png / Megaman BN Black OX 2.png /
# Megaman BN Black OX 3.png / Megaman BN Black OX 4.png /...
#
# Coloque o nome Title + o numero do frame.
# (A quantidade de frames é ilimitada.)
# Ainda serão necessários as imagens de comando.
#
# Com_01.jpg / Com_02.jpg / Com_03.jpg
#
# Todas as imagens devem ficar na pasta GRAPHICS/TITLES/
module MOG
#Auto Fullscreen.  
FULL_SCREEN = false
#Logo Picture Name.
LOGO_PIC1 = "Calcom Demo screen 08"
LOGO_PIC2 = "Calcom Demo screen 09"
LOGO_PIC3 = "Calcom Demo screen 10"
LOGO_PIC4 = "Calcom Demo screen 11"
LOGO_PIC5 = "Calcom Demo screen 12"
LOGO_PIC6 = "Calcom Demo screen 13"
LOGO_PIC7 = "Calcom Demo screen 14"
LOGO_PIC8 = "Calcom Demo screen 15"
LOGO_PIC9 = "Calcom Demo screen 16"
LOGO_PIC10 = "Calcom Demo screen 17"
LOGO_PIC11 = "Calcom Demo screen 18"
LOGO_PIC12 = "Calcom Demo screen 19"
LOGO_PIC13 = "Calcom Demo screen 20"
LOGO_PIC14 = "Calcom Demo screen 08"
#Logo Time.
LOGO_TIME = 350
#Logo ME.
LOGO_ME = "Calcom MM BN Black OX intro sound"
#Logo Picture Name.
LOGO_PIC = "Gamemaster logo"
#Logo Time.
LOGO_TIME = 150
#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 Start)
T_B = "Press Start"
#Tamanho da fonte(Press any Key).
T_B_FONT = 28
#Posição do texto na horizontal.(Press Start)
T_B_X = 250
#Posição do texto na vertical.(Press Start)
T_B_Y = 300
#Som ao apertar a tecla.(Press Start)
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"

The second script.

Code:
#===============================================================================
# Scene_Title
#===============================================================================
class Scene_Title
 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 = "New Game"
   s2 = "Continue"
   s3 = "Shutdown"
   @command_window = Window_Command.new(192, [s1, s2, s3])
   @command_window.back_opacity = 160
   @command_window.x = 320 - @command_window.width / 2
   @command_window.y = 288
   @command_window.visible = false
   @com = Sprite.new
   @com.bitmap = RPG::Cache.title("Com_01") rescue nil
   @com.z = 10
   @com.x = (MOG::COM_X)
   @com.y = (MOG::COM_Y)
   @continue_enabled = false
   @frmtitle = Sprite.new
   @frmtitle.bitmap = Bitmap.new(640,480)
   @frmtitle.bitmap = RPG::Cache.title("Title0") rescue nil
   @backtitleref = 0
   @backtitlespeed = 0
   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
   $game_system.bgm_play($data_system.title_bgm)
   Audio.me_stop
   Audio.bgs_stop
   Graphics.transition
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   Graphics.freeze
   @command_window.dispose
   @frmtitle.dispose
   @com.dispose
 end
 
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------  
 def update
   @command_window.update
    case @command_window.index
    when 0
    @com.bitmap = RPG::Cache.title("Com_01") rescue nil      
    when 1
    @com.bitmap = RPG::Cache.title("Com_02") rescue nil      
    when 2
    @com.bitmap = RPG::Cache.title("Com_03") rescue nil
    end      
   if Input.trigger?(Input::C)
     case @command_window.index
     when 0  
       command_new_game
     when 1  
       command_continue
     when 2
       command_shutdown
     end
   end
    @backtitlespeed += 1    
 if @backtitlespeed > MOG::BACKTITLESPEED
    @backtitleref += 1
    @backtitlespeed = 0
 end
 if @frmtitle.bitmap != nil
 @frmtitle.bitmap = RPG::Cache.title("Title" + @backtitleref.to_s) rescue nil
 end
 if @frmtitle.bitmap == nil
    @backtitleref = 0
 @frmtitle.bitmap = RPG::Cache.title("Title" + @backtitleref.to_s) rescue nil
 end  
 end
#--------------------------------------------------------------------------
# Command_New_Game
#--------------------------------------------------------------------------
 def command_new_game
   $game_system.se_play($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
   $game_system.se_play($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_celia = true

And then it gives this.  Angry

[Image: Syntax%20Error%20Animate%20title%20scree...zyhzga.png]

Can anyone help. The RPG Maker forum everyone are not seeing this thread and helps me like nothing. Embarassed
[Image: tumblr_nq85s2bmIY1rjxyrgo2_400_zpspvjrjo91.gif]

Spriting is my thing. Unimpressed And scratched is the best. Embarassed
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Messages In This Thread
RE: RPG Maker XP an intro at the titel screen. - by maarten - 05-13-2016, 08:41 PM

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