![]() To finish this off, on the right side find the * New Game Command section. If you didn't want a splash screen you could leave this line out and set your title graphics to 'None' in the database. This will be how long your "Splash Screen" will display until moving on. So 800.times = 4 seconds, 1200.times = 6 seconds.and so one. It seems that about every 200.times = 1 second. In this section, just under the word: super add the line: 800.times This is basically how we get the "Splash Screen" to pause for a few seconds before continuing to the title. Next find the * Termination Processing section. We are half way done, however before you can run it we still need to change up 2 lines of code. This tells the script to automatically run the new game command without any user input. Here we are going to type ' command_new_game'. This should add a blank space at line 18. When you finish it should look green, like this: #create_command_window Now go to the end of line 17 and press enter. We need to add a Hash tag ' #' in front of it, so the engine does not run that section of the script. Just below that we will find " create_command_window" (it should be roughly line 17). On the right side, we need to find the * Start Processing section. We will be working entirely within this section of script. On the left side, scroll down until you see Scene_Title. We are going to start by going back into the Script Editor (F11). This can be accomplished with 4 very simple script edits. That is a very good question Rave! :) I'm glad you asked. ![]() If done correctly, your title screen should now look like this: This will make the game think that those lines are comments and it will not run them as code. To do this, simply add a hash mark at the very beginning of the lines that say ' continue' and ' shutdown'. What we want to do, is get rid of the continue and shutdown options. These are the same commands you are offered at the default title screen. In the command list you will probably notice the words ' new game', ' continue' and ' shutdown'. On the right side of the editor find the comment ' Create Command List'. This mark indicates a comment, and the game will 'skip' over these lines because they are not considered executable code. You will notice that there is green text throughout the script, and always at the beginning of this text you will see a hash mark ' #'. We are going to jump right into this by opening up the Script Editor (F11) On the left side scroll down until you find: Window_TitleCommand When you click on it, you will see the right side of the editor now displays the Window_TitleCommand script. Tutorial: Part 1 - Step 1 Eliminate the continue and shutdown options on the title screen. 2) Move the game's title screen to a map so we can unlock all the beautiful features of events and scripts. If you manage to make it all the way through this entire tutorial, you will have created a title screen that looks something like this: GOALS: 1) Modify how the current title screen works so it acts more as a splash screen. We will however be using the script editor to do some very simple modifications to how the current title screen works. Using this technique and your creativity, you will be able to achieve a high level of customization without using any pre-made scripts. Want to see more examples of title screens you could make using this tutorial? Today I'm going to cover a quick easy way to get your game's title screen to potentially stand out from the rest.
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