RMVX - GRAPHICS.SNAP_TO_BITMAP

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Question regarding RPG Maker VX with the Graphics.snap_to_bitmap: I'm trying to capture the screen so it can be manipulated in a fancy screen transition system I'm trying to code. However I'm also displaying a HUD for the user which I don't want to capture with Graphics.snap_to_bitmap, but it does. As far as I can tell, Graphics.snap_to_bitmap uses the screen when the last Graphics.update was called so I can't turn off the HUD via the visibility flag (the HUD is an array of sprites) then call Graphics.snap_to_bitmap since it will still capture the HUD. Turning off the HUD for a frame is unacceptable since it will blink out of existance for the Graphics.update required for the Graphics.snap_to_bitmap to capture the screen without the HUD. The HUD and the map are in a shared area so I can't just clip out the HUD of the captured bitmap.


I do have some backup plans though: Have the transition effect move the HUD offscreen if the next screen needs it removed, but if not then the HUD remains above the transition effect and the effect looks a bit weird but I can live with that if I have to. I could change the HUD so it takes up a dedicated segment of the screen that is never used in the transition effect too but I'm not so sure about that. I'd rather not have to use them unless nessesary though.

tl;dr
How can I capture the current screen and all sprites thhat are onscreen and visible except for a set of sprites and in their place capture what is below them?
Is the HUD supposed to be visible during or after the transition? If not, then what would be the problem with clearing it before-hand?
Its on a per-case basis. Transitions to different areas would keep the HUD onscreen after the transition, but transitions into battles would have the HUD removed after battle. The HUD will be gone after the transition if its for a battle so it can be removed before the battle transition begins (although there's instantaneous encounters so I'm not sure what to do about those).

I'll try to get a video up to show what I'm blabbering about. It'll probably make a lot more sense when that comes up.
Alright, I think I figured out an alternative: Let the transition wipe the HUD and move it back on screen afterwards if its needed (like moving to a new map). It feels like a bit of a hack job (I need to recode the transition) but I think it still looks acceptable.

Video (uses h264 codec). If it doesn't work/is laggy I can encode it using XVID.
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
You obviously should not be using map sprites to represent your HUD.
As far as I can tell, everything in RPG Maker VX is either a sprite or a window. The HUD is made up of sprites because RGSS windows are missing a lot of handy methods, like being able to change the color (why bitmaps can't do this is beyond me, but I don't know why I keep using RPG Maker Whatever too)

*edit*
Looking at my post then yours, I am certain we are talking about two completely different things. Do you mean the HUD and the map shouldn't be in a shared area and instead the HUD should have its own dedicated area? If not, could you elaborate on what you mean by Map Sprites?

(Maybe I just need some of that universal cure Sleep)
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