Credit?

Started by The Amazing Link, February 03, 2012, 07:02:50 pm

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The Amazing Link

I was wondering how much credit info I should give when making my game credits.
Here are some examples of credits that I thought might be acceptable.  Please voice your opinions on how much info should be given.

A.                                           Animations
                                                 Starlit Toaster

B.                                           Animations
                             Starlit Toaster- Elemental attack animation

C.                                           Animations
  Starlit Toaster- Elemental attack animation based off animation in (Game Title) by SEGA
Spoiler: ShowHide
*leaves without sword* *beats game anyways*

ForeverZer0

You should give credit for everything that you didn't do yourself.
Personally I would not go into "this graphic was made by John Doe, this one by Jane Doe", etc.. I would list them under a general "Graphics" category, but everyone should be mentioned, no matter how minor the contribution.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

The Amazing Link

Also, do you know of a good script for scrolling credits?
Spoiler: ShowHide
*leaves without sword* *beats game anyways*

Taiine

Script by Emily Konichi is a nice credits script.

Call it at any time with call script: $scene = Scene_Credits.new

Spoiler: ShowHide



CREDITS_FONT = ["Times New Roman"]
CREDITS_SIZE = 24
CREDITS_OUTLINE = Color.new(0,0,127, 255)
CREDITS_SHADOW = Color.new(0,0,0, 100)
CREDITS_FILL = Color.new(255,255,255, 255)

#==============================================================================
# ¦ Scene_Credits
#------------------------------------------------------------------------------
# Scrolls the credits you make below. Original Author unknown. Edited by
# MiDas Mike (now known as Emily_Konichi) so it doesn't play over the Title, but runs by calling the following:
# $scene = Scene_Credits.new
# New Edit 3/6/2007 11:14 PM by AvatarMonkeyKirby.
# Ok, what I've done is changed the part of the script that was supposed to make
# the credits automatically end so that way they actually end! Yes, they will
# actually end when the credits are finished! So, that will make the people you
# should give credit to now is: UNKOWN, Emily_Konichi, and AvatarMonkeyKirby.
#                                             -sincerly yours,
#                                               Your Beloved
# Oh yea, and I also added a line of code that fades out the BGM so it fades
# sooner and smoother.
#==============================================================================

class Scene_Credits

# This next piece of code is the credits.
CREDIT=<<_END_

YOUR CREDITS GO IN HERE

_END_
def main

#-------------------------------
# Animated Background Setup
#-------------------------------

@sprite = Sprite.new
#@sprite.bitmap = RPG::Cache.title($data_system.title_name)
@backgroundList = ["Credits"] #Edit this to the title screen(s) you wish to show in the background. They do repeat.
@backgroundGameFrameCount = 0
# Number of game frames per background frame.
@backgroundG_BFrameCount = 3.4
@sprite.bitmap = RPG::Cache.title(@backgroundList[0])

#------------------
# Credits txt Setup
#------------------

credit_lines = CREDIT.split(/\n/)
credit_bitmap = Bitmap.new(640,32 * credit_lines.size)
credit_lines.each_index do |i|
line = credit_lines[i]
credit_bitmap.font.name = CREDITS_FONT
credit_bitmap.font.size = CREDITS_SIZE
x = 0
credit_bitmap.font.color = CREDITS_OUTLINE
credit_bitmap.draw_text(0 + 1,i * 32 + 1,640,32,line,1)
credit_bitmap.draw_text(0 - 1,i * 32 + 1,640,32,line,1)
credit_bitmap.draw_text(0 + 1,i * 32 - 1,640,32,line,1)
credit_bitmap.draw_text(0 - 1,i * 32 - 1,640,32,line,1)
credit_bitmap.font.color = CREDITS_SHADOW
credit_bitmap.draw_text(0,i * 32 + 8,640,32,line,1)
credit_bitmap.font.color = CREDITS_FILL
credit_bitmap.draw_text(0,i * 32,640,32,line,1)
end
@credit_sprite = Sprite.new(Viewport.new(0,50,640,380))
@credit_sprite.bitmap = credit_bitmap
@credit_sprite.z = 9998
@credit_sprite.oy = -430 #-430
@frame_index = 0
@last_flag = false

#--------
# Setup
#--------

#Stops all audio but background music.
Audio.me_stop
Audio.bgs_stop
Audio.se_stop

Graphics.transition

loop do

Graphics.update
Input.update


update
if $scene != self
break
end
end
Graphics.freeze
@sprite.dispose
@credit_sprite.dispose
end

##Checks if credits bitmap has reached it's ending point
def last?
    if @frame_index > (@credit_sprite.bitmap.height + 500)
       $scene = Scene_Map.new
       Audio.bgm_fade(10000) #aprox 10 seconds
      return true
    end
      return false
    end

#Check if the credits should be cancelled
def cancel?
    if Input.trigger?(Input::C)
      $scene = Scene_Map.new
      return true
    end
      return false
    end
def update
@backgroundGameFrameCount = @backgroundGameFrameCount + 1
if @backgroundGameFrameCount >= @backgroundG_BFrameCount
@backgroundGameFrameCount = 0
# Add current background frame to the end
@backgroundList = @backgroundList << @backgroundList[0]
# and drop it from the first position
@backgroundList.delete_at(0)
@sprite.bitmap = RPG::Cache.title(@backgroundList[0])
end
return if cancel?
return if last?
@credit_sprite.oy += 1 #this is the speed that the text scrolls. 1 is default
#The fastest I'd recomend is 5, after that it gets hard to read.
@frame_index += 1 #This should fix the non-self-ending credits
end
end