[RMVX ACE] DIMMING A ROOM, CAVE, ETC.
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I know how to dim a room but, when I enter, it is light for a split second before dimming. Is there a switch or variable event that can darken the room before I enter it? I had thought of trying to put some kind of event on the door, entry but don't know what.Thank you.
For stuff like this it'll be better if you *don't* use the engine's default teleport event. I'd sugggest you try this instead:
1 - Make a black image in ms paint the size of your game window and put it in the pictures folder, call it something like "hidepic".
2 - In the starting window of your game, create this autorun event:

This will "show" the black cover on screen in 0 opacity in the 99th picture layer (the higher the number, the higher it is on layer priority which means it'll show above everything except textboxes), which makes it invisible even though it is there at all times (pictures remain between maps), then the event erases itself because it only needs to run once per game.
3 - Then in the teleport event, instead of it looking like this, which is the default:

Instead, we'll make it look like this:

What happens there in order is:
• The move picture command changes opacity (transparency) from 0 to 255 in one second (60 frames), and waits until it stopped fading in the picture before executing the next event.
• This gives us control over what happens between screen fadeouts, now we can do whatever we want before teleporting the player, in your case being tint the screen, but I also added a bgm fade-out of 1 second, made the event wait that second while the music fades, then plays a new track before finally
• Transfer the player to a new map, with the fade settings set to none, because we are already doing the fadein-out ourselves.
4 - Finally, make an autorun event in the map you teleported to that "fades out" the picture with another Move Picture command with the wait set to off (i forgot to set it off in this screenshot sorry, also do not use ERASE PICTURE! Use Move Picture to manipulate your fade always, this saves memory instead of erasing and re-showing the picture again!) and then erases itself.

5 - In order to tint the screen back to normal when returning to the previous map, simply do it the other way around and also place the same event in step 4 on your original map. Since that event only instructs the fadein picture to become transparent, nothing will happen if the fade picture is already transparent and the game will resume like nothing's wrong.
This method also allows for you to go as fancy or crazy as you want with the custom transition effects you could create, and is also a great tool for setting up cutscenes and stuff.
1 - Make a black image in ms paint the size of your game window and put it in the pictures folder, call it something like "hidepic".
2 - In the starting window of your game, create this autorun event:

This will "show" the black cover on screen in 0 opacity in the 99th picture layer (the higher the number, the higher it is on layer priority which means it'll show above everything except textboxes), which makes it invisible even though it is there at all times (pictures remain between maps), then the event erases itself because it only needs to run once per game.
3 - Then in the teleport event, instead of it looking like this, which is the default:

Instead, we'll make it look like this:

What happens there in order is:
• The move picture command changes opacity (transparency) from 0 to 255 in one second (60 frames), and waits until it stopped fading in the picture before executing the next event.
• This gives us control over what happens between screen fadeouts, now we can do whatever we want before teleporting the player, in your case being tint the screen, but I also added a bgm fade-out of 1 second, made the event wait that second while the music fades, then plays a new track before finally
• Transfer the player to a new map, with the fade settings set to none, because we are already doing the fadein-out ourselves.
4 - Finally, make an autorun event in the map you teleported to that "fades out" the picture with another Move Picture command with the wait set to off (i forgot to set it off in this screenshot sorry, also do not use ERASE PICTURE! Use Move Picture to manipulate your fade always, this saves memory instead of erasing and re-showing the picture again!) and then erases itself.

5 - In order to tint the screen back to normal when returning to the previous map, simply do it the other way around and also place the same event in step 4 on your original map. Since that event only instructs the fadein picture to become transparent, nothing will happen if the fade picture is already transparent and the game will resume like nothing's wrong.
This method also allows for you to go as fancy or crazy as you want with the custom transition effects you could create, and is also a great tool for setting up cutscenes and stuff.
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