Start/Title Screen
Overview
Creator:
Timelord
Updated: 24 May 2014
Tags:
FFC
Downloads: 87
|
View Script
Download Package (14.36 MB) |
Information
This FFC script allows you to make a title screen, that will start your game, when the player presses the 'START' button, and has options to play sound effects, and control settings for initial screen destinations.
Description Setup Reviews Comments
Like it says on the tin, this script, when attached to an FFC, generates a functional start screen, that by default, uses the 'START' button to begin a game, rather than 'Down'. As does have a 'START'; button, that is used to emulate the original Zelda engine, for subscreen access, I find this appropriate, but it isn't exactly fun to force ZC to avoid using the subscreen, which this script manages to do, through various forms of trickery. .
Thus, I've worked out an FFC script, that you can place on title screens, as a piece of live code, that will start the game. I suggest constructing your start screen entirely using FFCs, with 'Draw Over' set, to avoid seeing the player, or set 'Link is Invisible' in Screen->Screen Data. (If not, simply place one FFC over the player, to match the start screen tile that would appear there., with 'Draw Over' set in FFC flags.
The FFC uses arguments to set SFX, delay duration (needed to use SFX), warp type (direct, or via Screen->Secrets), and warp coordinates, if using direct warps.
The download package includes several example .qst files, and two versions of the FFC script. The first is the same version as you see here, whereas the second uses two FFCs, and some arrays, to allow for more complex functions.
Thus, I've worked out an FFC script, that you can place on title screens, as a piece of live code, that will start the game. I suggest constructing your start screen entirely using FFCs, with 'Draw Over' set, to avoid seeing the player, or set 'Link is Invisible' in Screen->Screen Data. (If not, simply place one FFC over the player, to match the start screen tile that would appear there., with 'Draw Over' set in FFC flags.
The FFC uses arguments to set SFX, delay duration (needed to use SFX), warp type (direct, or via Screen->Secrets), and warp coordinates, if using direct warps.
The download package includes several example .qst files, and two versions of the FFC script. The first is the same version as you see here, whereas the second uses two FFCs, and some arrays, to allow for more complex functions.