Resposta 2: 08/11/2015 às 12:37
Sim! Utilize este script:
#============================================================================
# SIMPLE SPLASH SCREENS
# V 1.0
# ---------------------------------------------------------------------------
# Author: Shaz
# Date: June 17, 2013
# ---------------------------------------------------------------------------
# Instructions:
# Place into a new slot below other scripts
# Adjust values in FADE_TIME, HOLD_TIME and CLICKTHROUGH as necessar
# Create a Graphics/Splash folder
# Add images to Graphics/Splash folder with a name of Splash#.*
# where # is a number and * is the file type
# eg: Splash1.png Splash2.jpg
# When distributing, copy and remove Graphics/Splash folder during compression
# and add it back in after extracting the compressed file - this allows
# distributors to add and resequence splash screens to meet their own
# requirements
#============================================================================
module Cache
def self.splash(filename)
load_bitmap("Graphics/Splash/", filename)
end
end
module SceneManager
def self.first_scene_class
$BTEST ? Scene_Battle : $TEST ? Scene_Title : Scene_Splash
end
end
class Scene_Splash < Scene_Base
# fade/hold times in seconds
FADE_TIME = 0.5
HOLD_TIME = 3
# allow space bar to skip waiting
CLICKTHROUGH = true
#--------------------------------------------------------------------------
# * Start Processing
#--------------------------------------------------------------------------
def start
super
Graphics.fadeout(0)
# Create list of splash screens
@splashes = Dir.entries("Graphics/Splash").select {|name| name =~ /splash/i}.sort
# Display splash screens
@splashes.each do |splash|
show_splash(splash)
end
# Go to title
SceneManager.goto(Scene_Title)
end
#--------------------------------------------------------------------------
# * Show Splash Screen
#--------------------------------------------------------------------------
def show_splash(splash)
# display splash screen
@splash = Sprite.new
@splash.bitmap = Cache.splash(splash)
# fade in
Graphics.fadein(FADE_TIME * Graphics.frame_rate)
Graphics.wait(FADE_TIME * Graphics.frame_rate)
# pause
(HOLD_TIME * Graphics.frame_rate).times do
# break if skippable
Graphics.update
Input.update
break if CLICKTHROUGH && Input.trigger?(:C)
end
# fade out and dispose
Graphics.fadeout(FADE_TIME * Graphics.frame_rate)
Graphics.wait(FADE_TIME * Graphics.frame_rate)
@splash.bitmap.dispose
@splash.dispose
end
end
Na linha:
load_bitmap("Graphics/Splash/", filename)Em filename você coloca o nome do arquivo em imagem! A Imagem deve estar na pasta System do seu projeto, bem simples! 
That's All~
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