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Everything posted by kellessdee
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Dynamic Lighting Effects
kellessdee replied to kellessdee's topic in Archived RPG Maker XP Scripts (RGSS1)
I'm glad you like it :P It may give you an error if you leave the radius blank...i never made it default :o I think my first update will be modifying the code so you don't have to put EVERY single parameter... However, what is it you are trying to do exactly? do you not want the image to stretch? -
Dynamic Lighting Effects
kellessdee replied to kellessdee's topic in Archived RPG Maker XP Scripts (RGSS1)
Thanks :D It's all up to you really, if you still wanna use the overlays you could actually (probably anyways..I haven't tested it) use both... If you don't plan on using the other overlays, then you may as well remove them. But It shouldn't make a difference. EDIT: It seems you can do about 60-80 individual (updating, flickering + glowing) light sources before any noticeable slowdowns. -
Dynamic Lighting Script Authors: kellessdee Version: 1.00 Type: Special Effects Introduction I noticed a sudden want/need for Lighting scripts and thought: "Hey, maybe I want one too" (Yknow, just to be trendy and cool :P) So I decided to put one together for myself, and for any one else who is looking for a dynamic lighting script! Features Highly customizable and easy to use Can set lighting tone Can set different light image files (to create different effects) Can make flicker or glow, set brightness or radius Screenshots & Video http://www.youtube.com/watch?v=44ftmQW6LKw 29 events on the first map (as light sources), no slowdowns. Demo Demo Link Script Here's the script. Place above Main. Instructions Place script below default scripts, and above "Main". Set up light graphic; if you want you can use mine (see author notes) just place in pictures. Create A "light source" event and create 6 comments Syntax for setting up light source: render_light filename radius_in_pixels tone_red tone_green tone_blue flicker? glow? brightness ex. render_light light_render 125 0 0 0 true false 64 ex2. if you want to specify the filename just write it in after render_light (in the same comment) NOTE: all syntax must be lowercase to work! Compatibility No known compatibility issues. Credits and Thanks kellessdee (Special thanks to ForeverZer0 for his AWESOME script layout and because of you I have discovered drop box!) Author's Notes You can either grab my render_light file from the demo or use this: http://rmxpunlimited.net/forums/uploads/gallery/album_189/gallery_18872_189_490.png Or use your own! I forgot to mention as well, my light file is set as the default in the script (filename after render_light is optional) you can change the default heading over to line 60 and set it to the name of the file you wish to set as default! LINE60: DEFAULT = 'filename' If anyone has any issues please let me know.
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That would definitely be an interesting idea for a battle system! This battle system concept is actually for a game I me and my friend are working on atm...The other ideas were actually gonna be for a battle system script...I wanna make one that is easy to use/set-up, unlike most I see around. I dunno, that would be a cool battle system, but it would probably be rough for others to set up. that should give you a better idea on the grid battle system. I was thinking something like this, however to my specifications and all in real-time. I have yet to decide if the player should be able to freely roam across all squares, or just their side like in megaman battle network.
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I tried a bit of it :D so far I like it, it's got a very medieval feel to it. 1 error: I can walk on the 2 tables in the inn. 2 possible errors: I believe jariff says the same thing twice in a row when you ask him what he knows (or what he can tell you, when He is talking about the town I think) Somehow after saving the game I accidentally pressed too many buttons on my gamepad and trigger the menu...Not very big of a deal as it is hard to recreate that bug
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Action Grid Battles Concept Basic Mechanics Health...............As it implies, when you run out; game over Stamina..............Every action in battle costs stamina; stamina must be conserved .....................If the player runs out of stamina, they will not be able to act .....................Stamina recovers slowly in battle Strength.............Affects damage inflicted on opponent Defense..............Affects damage inflicted on self Dexterity............Affects accuracy Agility..............Affects evade chance Health/Stamina will increase with level ups Other stat increases will depend of the use of that specific stat (attacking increases strength, getting hit/block increases defense, etc) While in battle, it is possible to speed up the stamina recovery process by resting. When a button (undecided on exact controls as of yet) is held down, the player will rest. Resting will also slowly recover health, but resting will leave the player more vulnerable to enemy attacks. There is a chance to evade enemy attacks (agility may cause other effects later...as for now only passive evade chance) however, blocking will be available to the player to reduce the damage taken (blocking is in real-time of course) There will be other abilities gained through out the game such as (but not limited to): dashing(a quick dodge), jumping, counter attacking, etc. Items Weaponry Spheres That is what we have so far, things are subject to change however I was interested in what you guys think about it. Does it sound like it would be fun/challenging to play? Should the player be able to move anywhere on the grid or be limited to one half of the grid? Any suggestions/changes/additions? Or do you just hate it? Let me know what you think :) *sorry about the overload of BBcode...I never knew about all of these heeheehee EDIT: Can't figure out why there is this BIG ugly spacing at the top...XD
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@iaansolo: unfortunately (or fortunately...depending how you look at it I guess) it would be impossible to convert an rmxp game to flash to test it. but even so, it could be impractical to test a game that way as what if it turns out you like it, then have to start all over again with the offline game? That would be irritating imo and may deter me from playing the game through
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This tutorial is awesome! Well written and easy to follow! Thank you so much I managed to do this thanks to you :D +rep
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Animation and opacity iteration would be really easy, it wouldn't take any length of time. As for that issue that should not be happening. I must have made an error somewhere; I will look into this.
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Hope you have a great birthday! Don't party too hard (unless you want yo ;D )
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Great tutorial :3 Now I can learn to effectively make my own banners!! Thank you
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1. Yes it will work with maps on any size. 2. Well I could fix it to either use "frames" or even so it's opacity is constantly increasing/decreasing to make a glow effect(sorta) 3. Did you want to be able to have multiple overlays or did you need this strictly for the overlay?
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Looks very nice! I like the clean design and the character creation sounds pretty cool! I will try this out when I get a chance. (and of course let you know what I think!)
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This is pretty awesome! I tested it out, it *seemed* to lag a bit, however I never fully tested it or really messed around with it. I personally wouldn't use this, only because I am not one to make fan games and also would be more keen on developing my own scripts for my games; however I do believe this could benefit MANY users! I am actually kinda shocked this is the first time I've seen a zelda starter kit! Zelda is one the best standing series evar :D Good job! And send my regards to the team.
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That's definitely a great work around! I haven't really done much eventing in a LONG time, I think mostly in terms of scripts now (you can almost do everything you can do with scripts with events as well, I just find scripting more efficient and easier)
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Does that work??? I was wondering how to do that in RMXP, I am pretty sure RPG Maker 2003 had a check box for a static location on the map (if I remember correctly)
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Out of curiosity, did the method suggested fix the issue or is rmvx still acting up?
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OH noes D: I wish I could help man, that must be frustrating. Generally my blame would just be put on Vista, since microsoft did a worse job than usual with Vista. But that wouldn't be a useful answer. It would be helpful if the program at least spits some kind of error at you.
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Final Fantasy XP 4: Progress 5/20/11
kellessdee commented on Bob423's blog entry in Final Fantasy XP
That's the best way to do it. Plan, plan and revise :D ps. the scripts are coming. As a procrastinator, homework has been killing me. Sorry it will here be soon I swear XD -
XD That was my fault, I never actually tested it with a parallel process (only trigger, just to make sure it actually worked the way you wanted it) BUT! It can be fixed. The issue is that When starting a new game RMXP calls parallel processes before even entering the map... So I have a little workaround for you: first head over to the Scene_Title script, and find line 140: $game_map.update simply delete that line, we'll let the map load first. Well, actually if you want you can cut that line (we will need to move it to another place) next head over to the Scene_Map script and find line 13: @spriteset = Spriteset_Map.new right underneath it, make a new line and paste (or just type it in if you want) $game_map.update And that will stop the error, and you shouldn't notice any difference (parallel process should pretty much be activated at the same point in time...at most maybe a frame or so later...if that even, and really it will only do that when going from the title to a map) OH YEA it just occurred to me you should head over to Scene_Load script and find line 50: $game_map.update that will cause issues too. Just delete it; and everything should be fine. Lemme know if you come across any other issues! (I may have missed something...I am tired, yet me and sleep just don't seem to get along) EDIT: Do you plan on using an opacity of 200 for every light display? or were you just testing to see how it looked? Either way if you plan on using the same opacity for every light set, or plan on using a value other than 64 mainly, I can tell you how to change the default value that way you don't have to include the opacity EVERY time. just lemme know
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Well, since I am better at scripting than eventing and what not (I used to be a lot better...when I was still using rpg maker 2000/3...): #=============================================================================== # ** Spriteset_Map #=============================================================================== class Spriteset_Map alias :new_light_map_init :initialize alias :new_light_map_disp :dispose alias :new_light_map_updt :update def initialize new_light_map_init @light_map = Plane.new(@viewport1) @light_map.z = 2000 end def update if @light_map != nil @light_map.ox = $game_map.display_x / 4 @light_map.oy = $game_map.display_y / 4 end new_light_map_updt end def dispose @light_map.dispose new_light_map_disp end def create_light_map(filename, opacity) @light_map.opacity = opacity @light_map.bitmap = RPG::Cache.picture(filename) end end #=============================================================================== # ** Scene_Map #=============================================================================== class Scene_Map def draw_light(filename, opacity=64) @spriteset.create_light_map(filename, opacity) end end then just create an event that calls a script and put in: $scene.draw_light('filename', opacity) the file name would be the name of the File in the pictures folder. Make sure it stays in the quotes. Opacity, is of course the opacity of the lights...you do not HAVE to specify the opacity, if you just put $scene.draw_light('filename') the opacity will default to 64. NOTE: you do NOT have to include the file extension in the filename. Just the name of the file is good. Now you can have lights and fog :D EDIT: Also, I will move this to game support since it's leaning that way more.
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I think it has definitely helped with some mental processes...although some may argue the opposite :D all in all, I live for the experience of all forms of consciousness. Dreams play a big role in my creative process as well (and other things, but that's a whole other discussion)
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No problem! I think the issue with the pictures...is that there doesn't seem to be a way to fix it to a map location...I may be wrong (I haven't done much eventing in a long time..) and sorry, by overlay I meant "fog", which is essentially an overlay, except it tiles it across the map (if you use a graphic image the same size as the map it will not create any tile effect) try this command: (you can set the tilesets default fog, but this would be impractical as you would then need a tileset for EACH map...) Sorry for the clutter, I tried to show the steps :P Just change map settings, select fog make sure zoom = 100% and SX = 0 and SY = 0, and select your overlay you made :D (all the other settings you can play with) just put that in an autostart event that deletes itself, and that should do the trick! NOTE: I am no longer sure if this is a resource request topic or game support topic any more :sweatdrop:
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Well maybe I can help a little bit: 1. To get the map's size in pixels, each tile is 32x32 px so it would be (width * 32) by (length * 32) in the case of 25x25 (tiles), 25 * 32 = 800. Therefore the overlay would need to be 800x800 px 2. Are you setting the lights as a overlay? that should work without it "moving" (or following the player like you said, as long as it is the exact size of the map anyways) although I have never tried it myself.... hope this helps :) if not I will look into it a little more.