Use this custom title screen script and paste it above main. It has little squares flowing on it sorta like fog.
Images required for the title screen posted here:
http://s1188.photobucket.com/albums/z417/kidslovepie09/?action=view¤t=FT_Com03b.png
http://s1188.photobucket.com/albums/z417/kidslovepie09/?action=view¤t=FT_Com03b.png#!oZZ2QQcurrentZZhttp%3A%2F%2Fs1188.photobucket.com%2Falbums%2Fz417%2Fkidslovepie09%2F%3Faction%3Dview%26current%3DFT_Com03.png
http://s1188.photobucket.com/albums/z417/kidslovepie09/?action=view¤t=FT_Com03b.png#!oZZ3QQcurrentZZhttp%3A%2F%2Fs1188.photobucket.com%2Falbums%2Fz417%2Fkidslovepie09%2F%3Faction%3Dview%26current%3DFT_Com02b.png
http://s1188.photobucket.com/albums/z417/kidslovepie09/?action=view¤t=FT_Com03b.png#!oZZ4QQcurrentZZhttp%3A%2F%2Fs1188.photobucket.com%2Falbums%2Fz417%2Fkidslovepie09%2F%3Faction%3Dview%26current%3DFT_Com02.png
http://s1188.photobucket.com/albums/z417/kidslovepie09/?action=view¤t=FT_Com03b.png#!oZZ5QQcurrentZZhttp%3A%2F%2Fs1188.photobucket.com%2Falbums%2Fz417%2Fkidslovepie09%2F%3Faction%3Dview%26current%3DFT_Com01b.png
http://s1188.photobucket.com/albums/z417/kidslovepie09/?action=view¤t=FT_Com03b.png#!oZZ6QQcurrentZZhttp%3A%2F%2Fs1188.photobucket.com%2Falbums%2Fz417%2Fkidslovepie09%2F%3Faction%3Dview%26current%3DFT_Com01.png
http://s1188.photobucket.com/albums/z417/kidslovepie09/?action=view¤t=FT_Com03b.png#!oZZ7QQcurrentZZhttp%3A%2F%2Fs1188.photobucket.com%2Falbums%2Fz417%2Fkidslovepie09%2F%3Faction%3Dview%26current%3DFT_Back.jpg
#_______________________________________________________________________________
# FE Title Screen v1.2
#_______________________________________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Transition Time
GMODETT = 50
#Transition Type
GMODETN = "damage"
end
#===============================================================================
# Scene_Title
#===============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------
def main
if $BTEST
battle_test
return
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")
$game_system = Game_System.new
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
s1 = "New Game"
s2 = "Continue"
s3 = "Shutdown"
@ft_back = Plane.new
@ft_back.bitmap = RPG::Cache.title("FT_Back")
@ft_back.z = 10
@ft_back.opacity = 80
@ft_back.blend_type = 1
@ft_back2 = Plane.new
@ft_back2.bitmap = RPG::Cache.title("FT_Back")
@ft_back2.z = 10
@ft_back2.opacity = 80
@ft_back2.blend_type = 1
@ft_com1 = Sprite.new
@ft_com1.bitmap = RPG::Cache.title("FT_Com01")
@ft_com1.z = 100
@ft_com1.x = -390
@ft_com1.y = 100
@ft_com2 = Sprite.new
@ft_com2.bitmap = RPG::Cache.title("FT_Com02b")
@ft_com2.z = 100
@ft_com2.x = 650
@ft_com2.y = 210
@ft_com3 = Sprite.new
@ft_com3.bitmap = RPG::Cache.title("FT_Com03b")
@ft_com3.z = 100
@ft_com3.x = -390
@ft_com3.y = 320
@ft_opa = 100
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.visible = false
@continue_enabled = false
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(MOG::GMODETT, "Graphics/Transitions/" + MOG::GMODETN)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..40
@ft_com1.x += 20
@ft_com2.x -= 20
@ft_com3.x += 20
@ft_com1.opacity -= 10
@ft_com2.opacity -= 10
@ft_com3.opacity -= 10
Graphics.update
end
Graphics.freeze
@command_window.dispose
@sprite.bitmap.dispose
@ft_back.dispose
@ft_back2.dispose
@ft_com1.dispose
@ft_com2.dispose
@ft_com3.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
if @ft_com1.x < 130
@ft_com1.x += 10
@ft_com3.x += 10
elsif @ft_com1.x >= 130
@ft_com1.x = 130
@ft_com3.x = 130
end
if @ft_com2.x > 130
@ft_com2.x -= 10
elsif @ft_com2.x <= 130
@ft_com2.x = 130
end
@ft_back.ox += 1
@ft_back.oy += 2
@ft_back2.ox -= 1
@ft_back2.oy += 2
@ft_opa += 10
if @ft_opa > 255
@ft_opa = 100
end
case @command_window.index
when 0
@ft_com1.bitmap = RPG::Cache.title("FT_Com01")
@ft_com2.bitmap = RPG::Cache.title("FT_Com02b")
@ft_com3.bitmap = RPG::Cache.title("FT_Com03b")
@ft_com1.opacity = @ft_opa
@ft_com2.opacity = 255
@ft_com3.opacity = 255
when 1
@ft_com1.bitmap = RPG::Cache.title("FT_Com01b")
@ft_com2.bitmap = RPG::Cache.title("FT_Com02")
@ft_com3.bitmap = RPG::Cache.title("FT_Com03b")
@ft_com1.opacity = 255
@ft_com2.opacity = @ft_opa
@ft_com3.opacity = 255
when 2
@ft_com1.bitmap = RPG::Cache.title("FT_Com01b")
@ft_com2.bitmap = RPG::Cache.title("FT_Com02b")
@ft_com3.bitmap = RPG::Cache.title("FT_Com03")
@ft_com1.opacity = 255
@ft_com2.opacity = 255
@ft_com3.opacity = @ft_opa
end
@command_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Title.new
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
for i in 0..30
@ft_com1.opacity -= 7
@ft_com1.zoom_x += 0.1
@ft_com1.x -= 20
Graphics.update
end
command_new_game
when 1
if @continue_enabled == true
for i in 0..30
@ft_com2.opacity -= 7
@ft_com2.zoom_x += 0.1
@ft_com2.x -= 20
Graphics.update
end
end
command_continue
when 2
for i in 0..30
@ft_com3.opacity -= 7
@ft_com3.zoom_x += 0.1
@ft_com3.x -= 20
Graphics.update
end
command_shutdown
end
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
$mog_rgss_FE_Title_Screen = true