Lol, it's not a movie! xD It's this script:
#==============================================================================
# Scene_StormTronics
#==============================================================================
class Scene_StormTronics
def delay(sec)
for i in 0...(sec*10)
sleep 0.01
Graphics.update
end
end
def correct(index, mode)
case index
when 0 then result = 450
when 1 then result = 360
when 2 then result = 270
when 3 then result = 180
when 4 then result = 90
when 5 then result = 0
when 6 then result = -80
when 7 then result = -160
when 8 then result = -240
when 9 then result = -320
when 10 then result = -400
when 11 then result = -480
when 12 then result = 480
when 13 then result = 400
when 14 then result = 320
when 15 then result = 240
when 16 then result = 180
when 17 then result = 120
when 18 then result = 60
when 19 then result = 0
when 20 then result = -90
when 21 then result = -180
when 22 then result = -270
when 23 then result = -360
when 24 then result = -450
when 25 then result = -540
end
result /= 10 if mode
return result
end
def main
#unless $DEBUG
hold = 1.5
delay(hold)
Graphics.freeze
Audio.bgm_play("Audio/BGM/Bobby Richeson - CP - TTM Theme", 85, 100)
intro1 = Sprite.new
intro1.bitmap = RPG::Cache.picture("StormTronicsTTM")
intro2 = Sprite.new
intro2.bitmap = RPG::Cache.picture("StormTronicsTTMglow")
intro1.z = 1000
intro2.z = 0
Graphics.transition(80, "Graphics/Transitions/StormTronicsTTM")
Graphics.freeze
intro2.bitmap.dispose
intro2.bitmap = nil
Graphics.transition(20)
Graphics.freeze
delay(20)
intro1.bitmap.dispose
intro1.bitmap = nil
Graphics.transition(20)
Graphics.freeze
delay(8)
intro1 = Sprite.new
intro1.bitmap = RPG::Cache.picture("in_assoc")
Graphics.transition(10)
delay(10)
Graphics.freeze
intro1.bitmap.dispose
intro1.bitmap = nil
Graphics.transition(10)
Graphics.freeze
delay(8)
intro1 = Sprite.new
intro1.bitmap = RPG::Cache.picture("rmrk_team_a")
Graphics.transition(20, "Graphics/Transitions/rmrk_team_a")
Graphics.freeze
delay(hold)
intro2 = Sprite.new
intro2.bitmap = RPG::Cache.picture("rmrk_team_b")
intro3 = Sprite.new
intro3.bitmap = RPG::Cache.picture("Black")
intro1.z = 2000
intro2.z = 0
intro3.z = 1000
intro3.x = 100
Graphics.transition(10)
intro4 = Sprite.new
intro4.bitmap = RPG::Cache.picture("Glow")
intro4.z = 5000
intro4.x = 20
intro3.x += 20
@flag = 0
loop do
if @flag == 0
@flag = 1
elsif @flag == 1
@flag = 2
intro4.y -= 480
elsif @flag == 2
@flag = 3
elsif @flag == 3
intro4.y += 480
@flag = 0
end
intro3.x += 10
intro4.x += 10
Graphics.update
intro4.opacity -= 51 if intro4.x > 410
if intro4.x > 460
break
end
end
intro4.bitmap.dispose
intro4.bitmap = nil
delay(20)
Graphics.freeze
intro1.bitmap.dispose
intro1.bitmap = nil
intro2.bitmap.dispose
intro2.bitmap = nil
intro3.bitmap.dispose
intro3.bitmap = nil
Graphics.transition(20)
Graphics.freeze
delay(8)
intro1 = Sprite.new
intro1.bitmap = RPG::Cache.picture("presents")
Graphics.transition(10)
delay(10)
Graphics.freeze
intro1.bitmap.dispose
intro1.bitmap = nil
Graphics.transition(10)
Graphics.freeze
delay(8)
intro = []
flags = []
flags.push(true)
for i in 0...26
intro.push(Sprite.new)
flags.push(false)
end
intro[0].bitmap = RPG::Cache.picture("Intro/C1")
intro[1].bitmap = RPG::Cache.picture("Intro/H1")
intro[2].bitmap = RPG::Cache.picture("Intro/A")
intro[3].bitmap = RPG::Cache.picture("Intro/O1")
intro[4].bitmap = RPG::Cache.picture("Intro/S1")
intro[5].bitmap = RPG::Cache.picture("Intro/P")
intro[6].bitmap = RPG::Cache.picture("Intro/R1")
intro[7].bitmap = RPG::Cache.picture("Intro/O2")
intro[8].bitmap = RPG::Cache.picture("Intro/J")
intro[9].bitmap = RPG::Cache.picture("Intro/E1")
intro[10].bitmap = RPG::Cache.picture("Intro/C2")
intro[11].bitmap = RPG::Cache.picture("Intro/T1")
intro[12].bitmap = RPG::Cache.picture("Intro/T2")
intro[13].bitmap = RPG::Cache.picture("Intro/H2")
intro[14].bitmap = RPG::Cache.picture("Intro/E2")
intro[15].bitmap = RPG::Cache.picture("Intro/T3")
intro[16].bitmap = RPG::Cache.picture("Intro/H3")
intro[17].bitmap = RPG::Cache.picture("Intro/R2")
intro[18].bitmap = RPG::Cache.picture("Intro/E3")
intro[19].bitmap = RPG::Cache.picture("Intro/E4")
intro[20].bitmap = RPG::Cache.picture("Intro/M")
intro[21].bitmap = RPG::Cache.picture("Intro/O3")
intro[22].bitmap = RPG::Cache.picture("Intro/O4")
intro[23].bitmap = RPG::Cache.picture("Intro/N")
intro[24].bitmap = RPG::Cache.picture("Intro/S2")
intro[25].bitmap = RPG::Cache.picture("Intro/TM")
for sprite in intro
sprite.x = -3000
sprite.y = -3000
sprite.zoom_x = 3.0
sprite.zoom_y = 3.0
end
Graphics.transition(10)
intro[0].x = -640 + correct(0, false)
intro[0].y = -480
i = 0
j = 0
loop do
Graphics.update
if flags[i]
intro[i].zoom_x -= 0.2
intro[i].zoom_y -= 0.2
intro[i].x += 64 - correct(i, true)
intro[i].y += 48
if j > 0 and j < intro.size
intro[j].zoom_x -= 0.2
intro[j].zoom_y -= 0.2
intro[j].x += 64 - correct(j, true)
intro[j].y += 48
end
if intro[i].x == -320 + correct(i, false)/2
j += 1
intro[j].x = -640 + correct(j, false)
intro[j].y = -480
end
if intro[i].x == 0
i += 1
j += 1
flags[i] = true
intro[j].x = -640 + correct(j, false) unless j >= intro.size
intro[j].y = -480 unless j >= intro.size
end
end
break if flags[intro.size]
end
delay(15)
Graphics.freeze
for sprite in intro.reverse
sprite.dispose
sprite = nil
end
Graphics.transition(10)
Graphics.freeze
delay(hold)
#else
# Audio.bgm_fade(800)
#end
$scene = Scene_Title.new
end
end
The code is quite simple as it is nearly linear. I used moving/zooming images for that.
Here is the uncompile project:
http://savefile.com/files/204797The rest, just like Naphe said
here.