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TINTING PICTURES?

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Ever since I got Parallax mapping working, I've run into a glaring issue that just looks ugly. I noticed pictures don't tint with the map. Due to this, the pictures that are the tree tops and things the player can walk under just stand out way too much.

I tried using the Move Picture command to change the tint, but that runs into another glaring issue. Because I never got an algorithm, I had to resort to a more... base method. Due to that, when the player moves, everything on top moves with him. I can't stand that!

While I'm not sure of this, I remember there being a patch that fixed this--but I cannot recall nor can I find this patch. Any help would be appreciated!
Why don't you just set the tint when you use the 'Show Picture' command?
That just doesn't work with a Day/Night System. Simply because the system isn't an automatic instantaneous change, it's gradual over a few seconds. It would be weird if they changed instantly, whilst everything else didn't.

I also don't want to make the time change instantaneous, because that just doesn't seem right. I thought about using a fade-in and a fade-out to make it a little better, but one can't be 100% sure what the player is doing at the time. I don't want to break anything.
You could still tint your pictures at the same time you tint the screen. You can even set a time (if you you tint in a move picture) for how long you want the tinting to take.

Or you could do all of your tinting WITH a picture overlay. Since pictures display over animations, I believe I used this method in the past when I wanted to make an ABS using battle animations combined with a day/night system for one project.
If the above solutions don't work, the easiest and most base way I can see this problem being solved is using two sets of pictures, one with day colors and the other with night colors. Then exchange the opacities of the pictures when the transition between the two times comes.

The final solution, if nothing works, is to simply halt player movement for the few seconds the transition will take place. Since it sounds like more of a symbolic transition than an actual transition, I would find frozen movement of the player acceptable, especially with a short message like "Night has fallen" or "Day has broken."
author=Killer Wolf
You could still tint your pictures at the same time you tint the screen. You can even set a time (if you you tint in a move picture) for how long you want the tinting to take.

Or you could do all of your tinting WITH a picture overlay. Since pictures display over animations, I believe I used this method in the past when I wanted to make an ABS using battle animations combined with a day/night system for one project.

This doesn't work because of the way I tint the screen. When I change maps, the tint doesn't redraw itself. Though there may be a way for me to make it work.

author=Zachary_Braun
If the above solutions don't work, the easiest and most base way I can see this problem being solved is using two sets of pictures, one with day colors and the other with night colors. Then exchange the opacity's of the pictures when the transition between the two times comes.

The final solution, if nothing works, is to simply halt player movement for the few seconds the transition will take place. Since it sounds like more of a symbolic transition than an actual transition, I would find frozen movement of the player acceptable, especially with a short message like "Night has fallen" or "Day has broken."

This could potentially make my game too big, because there are multiple times on every day where the tint is changed due to the time. And I don't want to do the second, because it's supposed to be a smooth and as seamless as possible, that would make it far too clunky.
I can't say I fully understand the issue, but with DynRPG there is a plugin that allows you to use a picture as an additive. Which essentially tints everything below it.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Doubling your number of picture files isn't going to make your game too big. I feel relatively confident in this.

Yes, I realize all your maps are probably done totally via pictures. Don't care.

If you mapped the entire United States (3.5 million square miles) in RPG Maker 2003 at a scale of three feet by three feet per tile, and stored it all as one giant .png parallax background, it would be about 25GB. Why did I just do that in my head? I must be pretty bored. But assuming your game, like most games, takes place in a world approximately the size of a small city, I promise your game size will still be quite reasonable.
author=LockeZ
Doubling your number of picture files isn't going to make your game too big. I feel relatively confident in this.

If you mapped the entire United States (3.5 million square miles) in RPG Maker 2003 at a scale of three feet by three feet per tile, and stored it all as one giant .png parallax background, it would be about 25GB. Why did I just do that in my head? I must be pretty bored. But assuming your game, like most games, takes place in a world approximately the size of a small city, I promise your game size will still be quite reasonable.


I see... I guess there's no harm in trying it.
author=TheRexion
This doesn't work because of the way I tint the screen. When I change maps, the tint doesn't redraw itself. Though there may be a way for me to make it work.


If you use the DynRPG patch, you could use pictures of ID above 1000 to get pictures which aren't erased while changing maps, so with this it shouldn't be too much hassle to make it work, as long as the overlay produces the results you want.
I don't want pictures that aren't erased? They're map per map.
can't you use a giant picture of red with some degree of transparency to create the effect of tint? I think that's what Kazesui was referring to, could be wrong.

haha I still don't understand this problem. could you post a video of what is happening, if you feel like it.
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