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Tinting Pictures?

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.

Tinting Pictures?

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.

Tinting Pictures?

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!

The Screenshot Topic Returns

author=SnowOwl
@Creation: What exactly IS that?

They're a bunch of realistic textures for tiles and such--kinda like the feel you seem to be going for in your maps.

Here's a map of mine, or a small piece of it.

[Plug-in] [rm2k3] Animated Monsters Plugin

author=Kazesui
If you'd have read the instructions on the DynRPG page, you'd have seen that you should use the gcc compiler for it to work, because of some compiler sensitive instructions (assembly ones). And not any gcc compiler will do either, it has to be one of the older ones as well (should be the one which comes default with Code::Blocks)


Because I'm a fool who wouldn't look at instructions first, eh? No, I read them and tried to acquire GCC for Netbeans, I just couldn't get the blasted thing installed! I'll just go with Code::Blocks, until I get it figured out at least.

[Plug-in] [rm2k3] Animated Monsters Plugin

That should be perfect, thanks a lot!

Oh, what do you use to code and compile your dll? I've been trying to use Visual Studio Ultimate 2012, but it just crashes every time I start it up. Netbeans isn't working for me either. Suggestions?

Post your Music

Parallax Mapping Algorithms

author=gadesx
For pictures I always make an event, save the coord x-y from the same event and show the picture, and move the event close to the correct position, and if its are 2px more or less of x or y I add it manually
... Wow, how didn't I think of that? It seems like a great idea.
EDIT: It worked great.

author=KingArthur
Wouldn't this be solved by creating one huge overlay the size of the map (MapWidth*16, MapHeight*16), arranging all the shadows or whatever it is you're overlaying on that huge overlay, and then rendering the overlay over the map?
Probably because it IS one big overlay the size of the map.

Locations Trailer

The sprite's animation was a bit jumpy, but not bad at all.

Parallax Mapping Algorithms

author=Rave
Oh, okay. I guess you use RMUltimate2k9?
In any case, maybe you could write it as DynRPG plugin or if you can't program make someone do it for you? Those things are easier to do in "normal" programming language, than events. I'm not saying it isn't possible with events, because it is as events are Turing-complete, but it's just easier to do it in classic programming language.


I would but I'm having far too much trouble than I should trying to install the C++ compilers.

author=Zachary_Braun
I think you're almost there. When I got stuck like this, I would take one of the values and change it dramatically to see what would happen. For example, change the "*4" operation to TEMP to, say, *8. It sounds like TEMP should be variable itself, not always *4.

By doing this kind of trial and error, you might not stumble upon the right answer, but you might stumble into the flash of intuition that leads you there.


Sadly, I always run into the same issue. It works fine in certain positions, but in others it's off and looks bad. I tried centering it when the player's x and y where 0,0, and then adding onto that when he starts in different places, but that got me nowhere.

author=Large
How does the event start? AutoStart?


Yes, AutoStart. But I don't think that matters since it doesn't largely affect the effect I'm attempting to produce.