Original Source
- Original title: Alternative Simple Title Screen
- Original author: Faherya
- Original date: June 4, 2017
- Source thread: https://forums.rpgmakerweb.com/threads/alternative-simple-title-screen.79533/
- Source forum path: Game Development Engines > RPG Maker Tutorials > Rm2k/3 Tutorials
Summary
Creating a Home screen after the title First, forgiveness for deception. I have not found an option to edit the topic title, so I write here: this is not an alternate title screen, but a main screen that appears after the common title. Introduction: Certain games feature incredible main screens. When a beginner looks at one of them, he imagines it to be extremely difficult to create, which is not true. In this tutorial, we will create a one hundred percent customizable, easy-to-use and well organized title screen. In fact,...
Archived First Post
First, forgiveness for deception. I have not found an option to edit the topic title, so I write here: this is not an alternate title screen, but a main screen that appears after the common title.
Introduction:
Certain games feature incredible main screens. When a beginner looks at one of them, he imagines it to be extremely difficult to create, which is not true. In this tutorial, we will create a one hundred percent customizable, easy-to-use and well organized title screen. In fact, it is even more customizable than many of the similar systems developed for other engines.
To work!
So the system promises to be more customizable than the others. Why? Because most systems use images to define their options. This one uses icons organized in a charset:
Hey dude. I do not have a base image to create my charset! Here you go, lady / gentleman. That way, you gain space on the screen. And since the main screen is created on a map, you do not have any limit options on it! You also need to create a cursor icon. In our charset (where it is perceived that I am not a pixel artist), we have a small hand pointing. Remember to create the graphics so that they are harmonic to each other. After that, go to the database and create a new character. Give him the graph of our cursor, for this is what he will be!
After that, test your game. Note that the cursor graphic - if you created it with only one frame - has several flaws in the movement. We'll have to remedy that, right? Then create a new map. It will still not be the title screen, but it is where we will make an important setting on the cursor.
In this map, create an event in "Auto Start", and select the "Set Move Route" option. Select the player as a target and place the following commands:
This will lock the chart on the selected icon as the cursor. Remember: the direction in which you point the player's graph depends directly on the position of the icon in the charset! In addition, it will allow our cursor to walk the map by ignoring the terrain passability settings ,well, you know. Let's also banish something else that may disrupt your title screen: the ability to open the game menu. Then transfer the player to the map of your title screen. In the end, you'll get something like this:
Okay. But, does this system only have icons? And the beauty of the screen? Well-crafted images? In fact, this is on your own, but the system allows you to even create animations! You see, the title background image - used here - was created by a background in Parallax. This allows you to create an animation using several Parallax! Another possibility is that you can map your main screen as you normally would.
Look, so far so good. We have a cursor, we have a background ... but what about the options? All right, let's move on to them. As you said, the options are created by icons arranged in a charset. This allows you to have animated icons easily and position them as you prefer. Let's look at the following image:
Having selected the icon, the red markings block the animations - just as we did with the cursor. Remember to mark the priority as "below the hero," or our cursor will not be able to touch the options. This is a simple option to start the game, see the yellow markings: they remove the cursor and include the initial group. This is done within the fade out to hide the graphical changes of the player.
Note that in this tutorial, no further example is needed. Creating other options is incredibly simple. Things like "Continue", "Options", "Exit" are easy to include. So, I make a suggestion: if you will use this system, why not create a "Picture Gallery"? "Extras"? The possibilities are the size of your creativity.
Hey dude. Your English is terrible and I do not understand anything. No problem, download the demo below:
Something like the end.
Well that's. The system allows you to organize as many options as you want, how and where you want. You do not need any external patch for this, no advanced knowledge in the program and / or programming. It is just an example of how simplicity is powerful if well used.
We stay here. I hope the system can help beginners, inspire veterans, and not collect spider webs on MediaFire.
Downloads / Referenced Files
Log in, then follow the RPG Maker Developers Group to see these download links.
Log in to downloadCreator Claims / Removal
If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.
Replies (0)
No replies yet.
Topic Summary
Loading summary...