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Aladdin
Defeat the vermin of the underworld with the help of a fire djinn.

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[RMVX ACE] Khas light script nullifies screen tinting.

Haven't posted in a while. When I first started using RPG Maker one of the first things I tried to do was lighting scripts but I couldn't figure it out.

I thought I'd try again today seeing as I've become more familiar with the software. And I was able to implement it in my game! I was pretty excited but I just ran into a serious problem. I'm working on the very first area in the game (in the desert at night) I had the screen very dark and blue to simulate night. Now when I run it the place is ugly and yellow. What puzzled me at first is that the only events I have in that area that change the screen tint/brightness are set to the same setting. (-119, -119, 0, 85) So it's not like I had another event with the wrong color setting.

Another thing I noticed was that when I changed the setting to something radically different, it did cause a slightly different result. Which leads me to conclude that Khas script leaves you with the ability to make the image brighter or darker (and only to an extent, it seems) but completely unable to change the color.

I AM VERY UNHAPPY WITH THIS. If I really must choose between color and lighting, I might have to eschew lighting from my game in order to be able to color tint my game. But I wish there was a way to keep the script and only have it active in places where I need lighting (such as caves) while having it disabled in places where I need color tint. (such as outdoor areas at night) It's pretty strange that that the script is a liability in areas where I'm not even using it. I'll try to post screenshots to show what I mean.

edit:
Here is how my game looks with the script:


Here's how it looks after I delete the script from the Script Editor, and the way it was meant to look:


What a waste of effort learning how to use the script! Well I guess not really, I guess I should feel good that I went back and figured out how to use something that I gave up on in the past.

What's pretty weird though is the rules for screen tint when the script is present. At times it seems that changing the screen tint settings seems to produce no noticeable effect. But if I remove screen tint altogether there is a big difference. It's almost like there are only two settings for screen tint, "on" and "off", instead of the full range of colors, brightness, and grayness effects you're normally alloted.

EDIT: I also noticed that with the script, when I start the game it's bright for half a second and then becomes dark.
Without the script I'm able to get it dark from the moment the game begins.
(Though I just realized I could do this by simply having the game start in an area without any tiles and then transferring the player to wherever the game normally begins.)

Whatchu Workin' On? Tell us!

Haven't posted on this board in a while. Right now I'm up to this thing. :x



edit: It's done! Now I'm doing a dragon boss fight.
I'm tempted to a do a Monster Hunter joke. But it's one of those cases where the element of Monster Hunter I'm satiring shouldn't be in any game period, even if it's satire. So I'm wondering how to pull it off. It would be a nice way to transition to the next chapter. Otherwise I'm not sure what should actually happen when the player beats the dragon, other than the game will cut away to a different character entirely. But before that happens, there should be a conversation or something at least.
edit: wow this looks nice!

What are your long-term plans as a game developer?

I'll feel tremendous lucky if I finish even one game. It's at least half done, but it seems I just can't anymore. Things got in the way and now I haven't been able to even start working on it. After all it won't be done anytime soon so why bother starting work on it today? But maybe I just need to get back in the swing of it. I haven't touched it in a month, but once I break the ice..

My long term.. I had like five game ideas. No, six.
- WW1
- Banana Quest
- Aladdin
- pony
- space marines
- Pokemon

I cancelled most of them, thankfully, easier to cope with cancelling a game as opposed to failing to finish them. I think I'll learn from my mistakes, for instance I'm considering making it so my second game that doesn't have maps at all. Hate maps.

If I ever finish them all, I might be taking a permanent vacation from game making. :p

An N64 Mini? Does it have 21 good games?

Blast Corps...

Pokemon Puzzle League...

Audio Editing: Making a piece of music loop smoothly.

In the past I used Audacity in the past to make tracks longer, not for game making, but for custom soundtracks. I noticed that making the copy-paste just anywhere won't do, no matter how close to the millisecond you line up the beats. The music always come in versus and batches of verses, you have to make sure not to interrupt those, or it ends up being really jarring. So you have to listen to the song as a whole.

Naturally I had planned to use Audacity in the future to loop tracks for my game, but it recently occurred to me that some music tracks have cool openings which wouldn't work when looped unless I cut them out entirely. :(

Ideally it would have been possible to have each BGM be two themes, one mp3 for the start/intro and another mp3 that plays on loop for when the first mp3 ends. I think some official videogames actually do it this way, but unfortunately RPG Maker VX Ace doesn't seem to support this idea and there doesn't seem to be a way around it, except to have BGM be an ME instead.

By the way, someone once told me of an alternative to Audacity, but I never got around to trying it. (since by the time I heard of it, it was long after the last time I needed to use Audacity for anything) It was called mp3something. I'll get back to you on this.

edit: It's called mp3DirectCut. Has anyone here ever used it?

What are you thinking about? (game development edition)

Should I it do it your way, then? I've been testing a new enemy with three triggers of poison, even if I put them at 90% each they consistently failed to poison my character until I lowered his LUK from 999 to 1. But now that his LUK is 1 the percentages seem to work how they're supposed to and I can freely control the success rate. On the surface it seems like I fixed the problem but it means I still haven't completely eliminated LUK from my game and it could potentially cause issues down the line. But that's okay, I think, because I can always wait until then to change it.

What are you thinking about? (game development edition)

Wait, couldn't I just go in the the script editor and change the luck formula myself?
Hope I don't break nuthin' :p

This looks very promising. (Game Battler, lines 606-620)
#--------------------------------------------------------------------------
  # * [Add State] Effect: Normal Attack
  #--------------------------------------------------------------------------
  def item_effect_add_state_attack(user, item, effect)
    user.atk_states.each do |state_id|
      chance = effect.value1
      chance *= state_rate(state_id)
      chance *= user.atk_states_rate(state_id)
      chance *= luk_effect_rate(user)
      if rand < chance
        add_state(state_id)
        @result.success = true
      end
    end
  end
What do I change exactly? I'll delete luk_effect_rate and change it to... 100.

edit: Works so far! My actor got poisoned after being attacked once.
edit: Changed the skill from 100% to 25%, it took three attacks for my character to be poisoned. I have control over my game again! Yay!

What are you thinking about? (game development edition)

yeah I just use 1 LUK for every enemy, seeing as I don't intend on making use of it. To troubleshoot, I made the state a 100% chance. It still didn't work. Maybe I should try increasing the enemy's luck and see if that works.

States work just fine when the player causes them, including poison. I never had an issue with that. Also I just realized that I definitely need to solve this, I made the error of focusing on that one state (poison), but I need to get states to work in general, otherwise my game idea is more or less ruined.

EDIT: So I just checked, and my classes have 999 luck. This could be bad... I can only assume I had a reason for making it 999, meaning that if I change it, it will cause something else to stop working. Grr!

What are you thinking about? (game development edition)

I just created a snake enemy but I can't get it to inflict poison on my character. Is this another glitch? That makes two in a row. (I originally mentioned another glitch in my previous post but decided to edit it out for some reason. It was about how you sometimes can't delete sound effects if, after choosing one, you click Cancel instead of Ok. Turns out going back and clicking Ok fixes it.)

Anyway I don't really mind the lack of poison. It's all good. Even though it works just fine on enemies for some reason.

edit: VX Ace btw

What are you thinking about? (game development edition)

lol, making a game really is terrible.. I keep getting burned out after just a few steps. At this rate it will take forever.