RM2K3 TINTING AND MAP HELP
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Hello!
So I've been trying to make the maps in my game have more of a visual flair. I've been trying to add a tint similar to sunset or dawn to specific locations. I've also wanted to add painting like backgrounds to add different camera perspectives in the game. Are there efficient ways of doing both?
So I've been trying to make the maps in my game have more of a visual flair. I've been trying to add a tint similar to sunset or dawn to specific locations. I've also wanted to add painting like backgrounds to add different camera perspectives in the game. Are there efficient ways of doing both?
The tints are easy enough - there's a tinting option in the events - page 2 I do believe. Moving the sliders back and forth changes the tint of the screen.
To add backgrounds you can use the Parallax folder to put them in, then call them via options in the map pages. (Right mouse click on a map and choose details). You can also change parallaxes via an event command I do believe.
Experiment a bit.
To add backgrounds you can use the Parallax folder to put them in, then call them via options in the map pages. (Right mouse click on a map and choose details). You can also change parallaxes via an event command I do believe.
Experiment a bit.
I've already experimented with both but I want to be able to do them better.
Right now the screen tints don't look like actual lighting and the backgrounds I import are repeat because of their size. Also I can't figure out how to implement invisible tiles to walk on certain parts of the backgrounds.
Right now the screen tints don't look like actual lighting and the backgrounds I import are repeat because of their size. Also I can't figure out how to implement invisible tiles to walk on certain parts of the backgrounds.
Okay, you can always use pictures for lighting. It's a bit more involved but it can make a game look great. You can also move the pictures and tint them as well.
The only thing you could do about the sizes is jack them up a bit or add borders to them. A full screen is 320 x 240 pixels (wxh).
Invisible tiles are easy. On your chipset make sure to have two tiles set with the background colour - these will be your invisible tiles. There should already be one empty square on the first page of your chipset - the last square. Just set it to O in the Database -> Chipset tab. Then have one on the event/upper layer side of the chipset that is black (background colour) and set it to X (unwalkable). The higher layer takes precedence so if you don't want certain areas walked on, put some of the upper layer blanks around. Otherwise, just use the bottom layer black (should be the very last chip.)
The only thing you could do about the sizes is jack them up a bit or add borders to them. A full screen is 320 x 240 pixels (wxh).
Invisible tiles are easy. On your chipset make sure to have two tiles set with the background colour - these will be your invisible tiles. There should already be one empty square on the first page of your chipset - the last square. Just set it to O in the Database -> Chipset tab. Then have one on the event/upper layer side of the chipset that is black (background colour) and set it to X (unwalkable). The higher layer takes precedence so if you don't want certain areas walked on, put some of the upper layer blanks around. Otherwise, just use the bottom layer black (should be the very last chip.)
Thanks! I fixed the size to the backgrounds but I still have a couple of problems. I've set the lower layer tile to O but it still isn't passable. I also don't know which tile in the upper layer is the one you are talking about, there isn't a black one that I can see. Thank you though!
You have to add a blank one. Open up the chipset in an image editing program, delete one tile that you won't be using in the area with the background colours then save (remember to save as 256 colours!). Then find that tile in your chipset and set to X.
For the lower tile, remember to put it where ever you want to be able to walk. Use it like a ground tile. It should work as long as passability is set to O.
For the lower tile, remember to put it where ever you want to be able to walk. Use it like a ground tile. It should work as long as passability is set to O.
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