1/9/2024 0 Comments Rpg maker map x vs screenxIf you use photoshop, index it so it's only 2 colors (transparency & white) and make the image tiny, but the same ratio as 320x240, since small image files are generally faster to load. Is this possible? The simple solution is to not use tint screen. Charsets would be best, but there's no stock way to make them display without tints IIRC - I have no idea about programming whatsoever, but maybe this can be done with DynRPG? Like the additive transparency plugin - adding a "suffix" after the charset's filename would make it "fullbright" - but still fading out during the transitions between maps, battles, menu. author=Cage As a side question - I'm using tint screen for the day/night/sunset/dawn screen color/fade - is there a way to show a graphics which ignores the screen tint? Of course except the pictures, the battle animations ignore it too IIRC, but are impractical in my case, I think. It would be something along the lines of (ScreenX*16)/2. When you need to draw the picture, call a common event that calculates the X/Y position of the image based on the hero's screen position X/Y. I have a parallel process common event running at all times that gets the hero's X, Y, Map ID, screenX & screenY for various applications, and that type of thing would come in handy here. That's my theory, any suggestions? Yeah, I think that's basically what you'd have to do. There's usually just a Subscribe button there, but if you created the topic, there's also an Edit Topic button there.Īuthor=Cage I can't test this at the moment, but my guess is, that I should take the screen relative Hero X/Y and add the difference in x/y position between the hero and the center of the map. Also! To change a topic title, scroll all the way down, below the reply box, to where it says Actions. Or set two variables to 96 and 48, and have the picture's appearance be based on those variables. If the tile where you want the picture is 6 tiles to the right and 3 tiles down from that, multiply both of those numbers by 16, and set the picture's coordinates to. You only have a few teleport spots, right? Once you have the coordinates of the upper left most tile that's visible to the player when they first appear (tile coordinates, not pixel coodinates) figure out how far to the right and how far down from that you want the picture. Don't calculate this, just figure out what it is for each teleport spot by looking at the screen. Instead of calculating it using the hero coordinates (which is a pain in the ass to figure out unless the map endlessly loops, because the hero isn't always in the middle of the screen) I would actually have the events that teleport you into this map set two variables, for the x and y coordinates of the tile that is the upper left most tile on the screen after the player appears on the new map. If you are having trouble figuring out where the pic should start, then yeah, I guess you'll want to do it with variables. Now the image will move around as the map does. In the options for Show Picture, check the "Picture Scroll with Map" checkbox. That's my theory, any suggestions? * As a side question - I'm using tint screen for the day/night/sunset/dawn screen color/fade - is there a way to show a graphics which ignores the screen tint? Of course except the pictures, the battle animations ignore it too IIRC, but are impractical in my case, I think. I can't test this at the moment, but my guess is, that I should take the screen relative Hero X/Y and add the difference in x/y position between the hero and the center of the map. The engine can access the hero/camera X/Y and screen relative X/Y. I've aligned the picture by hand, by trial & error and some minor calculation, in the past, is there are a clever way to align the center of the picture with the center of the map? The display picture can get X/Y from variables, so I guess that a clever algorithm could do the trick. Since the map has different entry points, the display picture command would have different X / Y coords in every teleport event. Even though I've got the "follow map" option checked, the coordinates for the picture are screen based, not map based. Hey there guys! I've recently been messing around a day/night system, and I'd like to display a 'picture' during the night - for bright street lights, etc.
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