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> [-Eventing-] Create an underwater effect, A nominee for Best Tutorial 2010.
Rating 4 V
Cambronaught
post Jun 4 2011, 12:46 AM
Post #61



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Hey sorry admins ran out of time downloaded Page NOT redisting for OWN use
Awesome tut very good eventing skillz I was trying to figure out what the LOOP comand did wink.gif


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HuhJuh
post Jun 4 2011, 09:55 PM
Post #62


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This is a very sweet tutorial, Helped me a lot..
One question tho, does anyone have an animated sprite of the bubbles? (mentioned in an earlier post by someone)


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CrayDragon
post Jun 6 2011, 12:53 AM
Post #63


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So glad this many people found it useful! I had hoped to leave a mark here.
@:
QUOTE (Cambronaught @ Jun 3 2011, 08:46 PM) *
Hey sorry admins ran out of time downloaded Page NOT redisting for OWN use

Um...what? ,:/


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bluewafflefapper
post Jun 11 2011, 03:37 AM
Post #64



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wow great effect well try it out and see how it works/looks for me.


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Dark Rosa
post Jun 20 2011, 07:50 AM
Post #65



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I just now saw this tutorial, but I think it looks really cool! great job! I haven't tried this yet, but i will...when i can understand rpg maker.


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stingmountain
post Jul 29 2011, 02:22 PM
Post #66



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Hey great tutorial only one problem the fog goes from one to the other really quickly and not in sync not sure why this isn't working.


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PohTehToe
post Sep 25 2011, 02:35 AM
Post #67



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I love this and I would love to have this very bad,except i'm stuck on the part where i have to "Import" woratanas scipt?
I don't know where to enter that.I went on my map and tried making an event,then going to Script and pasting it there but
it will not work!Please help sad.gif
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Vikoss
post Dec 11 2011, 10:06 AM
Post #68



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When I try to start my game, I'm getting an error: Script'Mutiple Fogs' line 88: SystemStackError occured. stack level to deep
What could be the cause of this error and how can it be fixed?

This post has been edited by Vikoss: Dec 11 2011, 10:07 AM


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WreakingHavoc
post Dec 20 2011, 01:23 AM
Post #69


SoulStrider
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QUOTE (CrayDragon @ Oct 18 2010, 09:23 PM) *
It's time to make....
An underwater map effect!

Any tiles welcome!

With this here tutorial, you'll get a product similar to this:


Step 1: Create a map.
Spoiler:

I'm sorry, this isn't a mapping tutorial D: So the only thing I can say here is DON'T ADD ANYTHING TO YOUR MAP THAT WOULDN'T MAKE SENSE UNDERWATER.
I.e. fire, lava, full-grown trees, etc.


Step 2: Variable Bits and Bobs.
Spoiler:

If you already have variables labeled these from flashlight effects, etc. you can disregard all of the following step.
So, go to your variables editor, and select two variables you believe you will remember.
I chose my last two.
Label them:
Player's Screen X
Player's Screen Y

(Or anything you can remember that will suggest that. For future notice.)


Step 3: Pictures and Tints
Spoiler:

Let me show you these images:
Spoiler:



These will be necessary for the full effect.

Event commands will be necessary for it too.
So yeah, import those to Graphics/Pictures in your game.
Then.
You are going to have to grab woratana's Multiple Fogs for the next bit.
Fortunately, I have it right here biggrin.gif
(Credit to woratana)
CODE
#===============================================================
# ● [VX] ◦ Multiple Fogs ◦ □
# * Use unlimited layers of fog *
#--------------------------------------------------------------
# ◦ by Woratana [woratana@hotmail.com]
# ◦ Thaiware RPG Maker Community
# ◦ Released on: 13/05/2008
# ◦ Version: 1.0
#--------------------------------------------------------------

#==================================================================
# ** HOW TO USE **
# * use event command 'Script...' for the any script line below~
#-----------------------------------------------------------------
#
#---------------------------------------------------------------
# ** SETUP FOG PROPERTIES & SHOW FOG **
# * You have to setup fog properties, before show fog~
#-------------------------------------------------------------
# * There are 3 ways to setup fog properties:
# >> Setup Fog [Custom]:
# $fog.name = 'image_name' # Image file name, must be in fog image path (setup path below).
# $fog.hue = (integer) # Fog's hue. 0 - 360, 0 for no hue.
# $fog.tone = [red, green, blue, gray] # Fog's tone color.
# $fog.opacity = (integer) # Fog's opacity. 0 - 255, you will not see fog in 0.
# $fog.blend = (0, 1, or 2) # Fog's blend type. 0 for Normal, 1 for Add, 2 for Subtract.
# $fog.zoom = (integer) # Fog's size (in %). 100 for normal size.
# $fog.sx = (+ or - integer) # Fog's horizontal move speed.
# $fog.sy = (+ or - integer) # Fog's vertical move speed.
#
# >> Setup Fog [From Preset]:
# (You can setup fog presets, in part FOG PRESET SETUP below)
# $fog.load_preset(preset_id)
#
# >> Setup Fog [From Fog that showing]:
# $fog.load_fog(fog_id)
#
#--------------------------------------------------------------
# ** SHOW FOG **
#-------------------------------------------------------------
# After setup the fog, show fog by call script:
# $fog.show(fog_id)
#
# In case you want to show new fog on same ox, oy, tone as old fog. Call Script:
# $fog.show(old_fog_id, false)
#
# * fog_id: the ID number you want to put this fog in.
# (It can be any positive number or zero)
#
# After you show fog, the fog properties you've set will replace with default setting.
# (You can setup default setting, in part FOG DEFAULT SETTING below)
#
#--------------------------------------------------------------
# ** DELETE FOG **
#-------------------------------------------------------------
# You can delete 1 or more fog(s) at a time by call script:
# $fog.delete(fog_id, fog_id, fog_id, ...)
#
#---------------------------------------------------------------
# ** OLD FOG CONTROL EVENT COMMANDS **
#-------------------------------------------------------------
# Change Fog Tone:
# $game_map.fogtone(fog_id, [red, green, blue, gray], duration)
# e.g. $game_map.fogtone(1, [100,200,-100,0], 10)

# Change Fog Opacity:
# $game_map.fogopac(fog_id, new_opacity, duration)
# e.g. $game_map.fogopac(2, 200, 10)
#
#---------------------------------------------------------------
# ** ADDITIONAL SETTINGS **
#-------------------------------------------------------------
# Change Fog Image's Path:
# $game_map.fog_path = 'image_path'
# e.g. $game_map.fog_path = 'Graphics/Pictures/'

# Turn ON/OFF [Automatically clear all fogs when transfer player]:
# $game_map.fog_reset = (true / false)
#
#===============================================================

#==================================================================
# START ** MULTIPLE FOG SETUP **
#==================================================================
class Game_Map
alias wora_mulfog_gammap_ini initialize
def initialize
wora_mulfog_gammap_ini

#==================================================================
# ** MULTIPLE FOG SETUP ** SETTINGS
#--------------------------------------------------------------
@fog_path = 'Graphics/Pictures/'
# Fog image's path
@fog_reset = true # (true or false)
# Automatically clear all multiple fogs when transfer player
#==================================================================

@mulfog_name = []
@mulfog_hue = []
@mulfog_opacity = []
@mulfog_blend_type = []
@mulfog_zoom = []
@mulfog_sx = []
@mulfog_sy = []
@mulfog_ox = []
@mulfog_oy = []
@mulfog_tone = []
@mulfog_tone_target = []
@mulfog_tone_duration = []
@mulfog_opacity_duration = []
@mulfog_opacity_target = []
end
end
class Wora_Multiple_Fog
def set_default
#==================================================================
# ** MULTIPLE FOG SETUP ** FOG DEFAULT SETTING
#--------------------------------------------------------------
@name = ''
@hue = 0
@opacity = 64
@blend = 0
@zoom = 200
@sx = 0
@sy = 0
@tone = [0,0,0,0]
#==================================================================
end

def load_preset(preset_id)
case preset_id
#==================================================================
# ** MULTIPLE FOG SETUP ** FOG PRESET SETUP
#--------------------------------------------------------------
when 1 # Preset ID 1
@name = '001-Fog01'
@hue = 0
@tone = [100,-255,20,0]
@opacity = 60
@blend = 0
@zoom = 200
@sx = 10
@sy = 0
when 2 # Preset ID 2
@name = '002-Clouds01'
@hue = 0
@tone = [0,0,0,0]
@opacity = 200
@blend = 1
@zoom = 200
@sx = -2
@sy = -2
#==================================================================
end
end
#==================================================================
# END ** MULTIPLE FOG SETUP **
# * Don't change anything below unless you know what you're doing.
#==================================================================

attr_accessor :name, :hue, :opacity, :blend, :zoom, :sx, :sy, :tone
def initialize
set_default
end

def load_fog(id)
@name = $game_map.mulfog_name[id].sub($game_map.fog_path, '')
@hue = $game_map.mulfog_hue[id]
@opacity = $game_map.mulfog_opacity[id]
@blend = $game_map.mulfog_blend_type[id]
@zoom = $game_map.mulfog_zoom[id]
@sx = $game_map.mulfog_sx[id]
@sy = $game_map.mulfog_sy[id]
tn = $game_map.mulfog_tone[id]
@tone = [tn.red, tn.blue, tn.green, tn.gray]
end

def show(id, reset_all = true)
$game_map.mulfog_name[id] = $game_map.fog_path + @name
$game_map.mulfog_hue[id] = @hue
$game_map.mulfog_opacity[id] = @opacity
$game_map.mulfog_blend_type[id] = @blend
$game_map.mulfog_zoom[id] = @zoom
$game_map.mulfog_sx[id] = @sx
$game_map.mulfog_sy[id] = @sy
$game_map.mulfog_tone[id] = Tone.new(@tone[0], @tone[1], @tone[2], @tone[3])
if $game_map.mulfog_ox[id].nil? or reset_all
$game_map.mulfog_ox[id] = 0
$game_map.mulfog_oy[id] = 0
$game_map.mulfog_tone_target[id] = Tone.new(0, 0, 0, 0)
$game_map.mulfog_tone_duration[id] = 0
$game_map.mulfog_opacity_duration[id] = 0
$game_map.mulfog_opacity_target[id] = 0
end
set_default
end

def delete(*args)
args.each do |id|
$game_map.mulfog_name[id] = ''
end
end
end

class Game_Interpreter
alias wora_mulfog_interpret_com201 command_201
#--------------------------------------------------------------------------
# * Transfer Player
#--------------------------------------------------------------------------
def command_201
if $game_map.fog_reset
if @params[0] == 0; id_map = @params[1]
else; id_map = $game_variables[@params[1]]
end
$game_map.clear_mulfog if id_map != @map_id
end
wora_mulfog_interpret_com201
end
end

class Game_Map
attr_accessor :mulfog_name, :mulfog_hue, :mulfog_opacity, :mulfog_blend_type,
:mulfog_zoom, :mulfog_sx, :mulfog_sy, :mulfog_ox, :mulfog_oy, :mulfog_tone,
:mulfog_tone_target, :mulfog_tone_duration, :mulfog_opacity_duration,
:mulfog_opacity_target, :fog_reset, :fog_path

alias wora_mulfog_gammap_upd update
def update
wora_mulfog_gammap_upd
@mulfog_name.each_index do |i|
next if @mulfog_name[i].nil? or @mulfog_name[i] == ''
# Manage fog scrolling
@mulfog_ox[i] -= @mulfog_sx[i] / 8.0
@mulfog_oy[i] -= @mulfog_sy[i] / 8.0
# Manage change in fog color tone
if @mulfog_tone_duration[i] >= 1
d = @mulfog_tone_duration[i]
target = @mulfog_tone_target[i]
@mulfog_tone[i].red = (@mulfog_tone[i].red * (d - 1) + target.red) / d
@mulfog_tone[i].green = (@mulfog_tone[i].green * (d - 1) + target.green) / d
@mulfog_tone[i].blue = (@mulfog_tone[i].blue * (d - 1) + target.blue) / d
@mulfog_tone[i].gray = (@mulfog_tone[i].gray * (d - 1) + target.gray) / d
@mulfog_tone_duration[i] -= 1
end
# Manage change in fog opacity level
if @mulfog_opacity_duration[i] >= 1
d = @mulfog_opacity_duration[i]
@mulfog_opacity[i] = (@mulfog_opacity[i] * (d - 1) + @mulfog_opacity_target[i]) / d
@mulfog_opacity_duration[i] -= 1
end
end
end
#--------------------------------------------------------------------------
# * Start Changing Fog Color Tone
#--------------------------------------------------------------------------
def fogtone(i, tone, duration)
duration = duration * 2
tone = Tone.new(tone[0], tone[1], tone[2], tone[3])
@mulfog_tone_target[i] = tone.clone
@mulfog_tone_duration[i] = duration
if @mulfog_tone_duration[i] == 0
@mulfog_tone[i] = @mulfog_tone_target[i].clone
end
end
#--------------------------------------------------------------------------
# * Start Changing Fog Opacity Level
#--------------------------------------------------------------------------
def fogopac(i, opacity, duration)
duration = duration * 2
@mulfog_opacity_target[i] = opacity * 1.0
@mulfog_opacity_duration[i] = duration
if @mulfog_opacity_duration[i] == 0
@mulfog_opacity[i] = @mulfog_opacity_target[i]
end
end

def clear_mulfog
@mulfog_name.each_index {|i| @mulfog_name[i] = '' }
end
end
$worale = {} if !$worale
$worale['MutipleFog'] = true
$fog = Wora_Multiple_Fog.new
class Spriteset_Map
alias wora_mulfog_sprmap_crepal create_parallax
alias wora_mulfog_sprmap_updpal update_parallax
alias wora_mulfog_sprmap_dispal dispose_parallax

def create_parallax
@mulfog = []
@mulfog_name = []
@mulfog_hue = []
wora_mulfog_sprmap_crepal
end

def update_parallax
wora_mulfog_sprmap_updpal
$game_map.mulfog_name.each_index do |i|
next if $game_map.mulfog_name[i].nil?
# If fog is different than current fog
if @mulfog_name[i] != $game_map.mulfog_name[i] or @mulfog_hue[i] != $game_map.mulfog_hue[i]
@mulfog_name[i] = $game_map.mulfog_name[i]
@mulfog_hue[i] = $game_map.mulfog_hue[i]
if @mulfog[i].nil?
@mulfog[i] = Plane.new(@viewport1)
@mulfog[i].z = 3000
end
if @mulfog[i].bitmap != nil
@mulfog[i].bitmap.dispose
@mulfog[i].bitmap = nil
end
if @mulfog_name[i] != ''
@mulfog[i].bitmap = Cache.load_bitmap('', @mulfog_name[i], @mulfog_hue[i])
end
Graphics.frame_reset
end
next if @mulfog[i].bitmap.nil?
# Update fog plane
@mulfog[i].zoom_x = ($game_map.mulfog_zoom[i] / 100.0) if @mulfog[i].zoom_x != ($game_map.mulfog_zoom[i] / 100.0)
@mulfog[i].zoom_y = ($game_map.mulfog_zoom[i] / 100.0) if @mulfog[i].zoom_y != ($game_map.mulfog_zoom[i] / 100.0)
@mulfog[i].opacity = $game_map.mulfog_opacity[i] if @mulfog[i].opacity != $game_map.mulfog_opacity[i]
@mulfog[i].blend_type = $game_map.mulfog_blend_type[i] if @mulfog[i].blend_type != $game_map.mulfog_blend_type[i]
@mulfog[i].ox = ($game_map.display_x / 8.0 + $game_map.mulfog_ox[i]) if @mulfog[i].ox != ($game_map.display_x / 8.0 + $game_map.mulfog_ox[i])
@mulfog[i].oy = ($game_map.display_y / 8.0 + $game_map.mulfog_oy[i]) if @mulfog[i].oy != ($game_map.display_y / 8.0 + $game_map.mulfog_oy[i])
@mulfog[i].tone = $game_map.mulfog_tone[i] if @mulfog[i].tone != $game_map.mulfog_tone[i]
end
end

def dispose_parallax
@mulfog.each_index do |i|
next if @mulfog[i].nil?
@mulfog[i].bitmap.dispose if !@mulfog[i].bitmap.nil?
@mulfog[i].dispose
end
wora_mulfog_sprmap_dispal
end
end
#==================================================================
# [END] VX Multiple Fog by Woratana [woratana@hotmail.com]
#==================================================================

Once that's imported, along with my and Pentagonbuddy's picture graphics, make a Parallel Process event.
Event the following in a Script Call (commands page 3 bottom-left):
Spoiler:
CODE
$fog.name = 'wareflec'
$fog.hue = 0
$fog.tone = [0,0,0,0]
$fog.opacity = 70
$fog.blend = 0
$fog.zoom = 225
$fog.sx = 10
$fog.sy = 0

$fog.show(1)

And below it:

CODE
$fog.name = 'wareflec'
$fog.hue = 0
$fog.tone = [0,0,0,0]
$fog.opacity = 35
$fog.blend = 0
$fog.zoom = 225
$fog.sx = -5
$fog.sy = 0

$fog.show(2)
So now you can kiss the scripting part goodbye.
Here's a good tint you can use for our little effect:
CODE
R: -102
G: -17
B: 85
G: 0
You can meddle around with that, but I wouldn't suggest it. It's either too green or too red X( A pain for the eyes.
Put the tint after the Script Call bit.

Now do a Show Picture command (commands page 2) that should look like this in the event menu:
Show Picture: 2, 'beam1_ani1', Upper Left, (0,0), (100%,100%), 100, Add

Are you wondering why the picture ID is 2? Well.
Make another Parallel Process event right next to this one (position doesn't matter, but it must be made.)
Event the following:
Control Variables: [Variable you picked for player's X] = Player's Screen X
Control Variables: [Variable you picked for player's Y] = Player's Screen Y

Show Picture: 1, 'waterfog', Center (Variable [PlayerX][PlayerY]), (205%,205%), 245, Normal
This bit is to make the blue mist follow the player around. It'll be centered on the player.
The size is big because otherwise it looks damned weird ,:/


Step 4: Move Pictures
Spoiler:

Create a Loop (Ev commands page 1).
Within the Loop, you can place a command for Move Picture:
Loop
Move Picture: 2, Upper Left, (0,0), However transparent you want it to fade to, Add, amount of frames you want this to take.
For opacity, I used 175, and it took 80 frames.
Wait how many frames the first transition took, like 80 frames.
Move Picture: 2, Upper Left, (0,0), Transparency in it's final instance, Add, your used amount of wait frames.
Wait once again, your used amount of frames.
Repeat Above


Whew...oh my damn. I need some sleep.
Well, you know the drill now, post up a screenshot of your result, and any bugs you encountered with this.
First thing to do with a bug is MAKE SURE YOU READ IT CAREFULLY.

Credit to Pentagonbuddy for the light beam graphic, and woratana for the script I made you add
Also, me and photographer Raul Touzon for the water reflection image.


Support? Keh.
CODE
[url="http://www.rpgmakervx.net/index.php?showtopic=37847"][img]http://www.majhost.com/gallery/B-CrayDragon/Sigs/ueebar.png[/img][/url]


Cheese,
~Your local dragon of crayon.

Could you dumb down the directions towards the end?
"Event the following:
Control Variables: [Variable you picked for player's X] = Player's Screen X
Control Variables: [Variable you picked for player's Y] = Player's Screen Y
Show Picture: 1, 'waterfog', Center (Variable [PlayerX][PlayerY]), (205%,205%), 245, Normal[/color]
This bit is to make the blue mist follow the player around. It'll be centered on the player.
The size is big because otherwise it looks damned weird
And everything after that? I don't understand.


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CrayDragon
post Jan 10 2012, 09:22 PM
Post #70


RMVX > Social life
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Type: Designer
Alignment: Neutral Evil




QUOTE (WreakingHavoc @ Dec 19 2011, 08:23 PM) *
Could you dumb down the directions towards the end?
"Event the following:
Control Variables: [Variable you picked for player's X] = Player's Screen X
Control Variables: [Variable you picked for player's Y] = Player's Screen Y
Show Picture: 1, 'waterfog', Center (Variable [PlayerX][PlayerY]), (205%,205%), 245, Normal[/color]
This bit is to make the blue mist follow the player around. It'll be centered on the player.
The size is big because otherwise it looks damned weird
And everything after that? I don't understand.


OTL late reply...
Need tutorials about moving pictures and variables? Sorry. I can't help you. You'll have to search the Tutorials forum for that one.
That being said, please avoid quoting the entire OP when replying.

On an unrelated note, I missed this thread's birthday. I'm a terrible father.


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thanatos2k1
post Mar 5 2012, 02:10 PM
Post #71



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Type: Writer




I'm having a problem where the 'waterflec' image doesnt move, it kind of just moves slightly for a split second. i think the parallel process keeps it going back to the original position.. do you know how to fix this..?
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Elvjd
post Mar 5 2012, 11:07 PM
Post #72



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Hi smile.gif first of all, really good tutorial biggrin.gif i have added it in my game but i got one problem i think some one else got, the sort of wave effect is moving sort of fast so it looks like the waves laggs (with waves i mean the wareflec thing) tongue.gif i dont come up with a better way to write what i mean xD i come from norway so tongue.gif hope u understand what i mean and know how to fix it ^^

This post has been edited by Elvjd: Mar 5 2012, 11:09 PM
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Frousteleous
post May 26 2012, 02:47 AM
Post #73



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dont know if anyone pointed this out, but copy-pasta...ing the script you have from woratana gives a nice long line. a lot of people upload the script as a .txt document to fix this. in the mean time, ill go search/google for the script manually and get it that way. I saw this tut a long while ago but was too lazy to screw around with it. now that im actually at the part of my game that i want to be underwater, Im definitely going to impliment it! It's NO fun playtesting an underwater area without it looking like it's actually underwater.... lol


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machogrubba14
post May 26 2012, 02:52 AM
Post #74



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Type: Artist
Alignment: Chaotic Good




Wow this is epic! IT worked the first time! Thanks alot! ALOTTTT!!!! biggrin.gif


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Frousteleous
post May 26 2012, 03:35 AM
Post #75



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i cant find the script on its own. can anyone help me out on that front? like i said, when i sopy it, i get a big long line of text.

EDIT: I found it at rpg revolution; forgot i had an account there.

This post has been edited by Frousteleous: May 26 2012, 03:54 AM


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RivalNightmare
post Jun 7 2012, 10:52 AM
Post #76



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Type: Designer




When I loop the picture, it keeps "cutting" back. It doesn't go smoothly, and I've done everything the tutorial says!
Can anyone help? s:

Great tutorial though.
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KamikadzeTM
post Sep 28 2013, 05:34 PM
Post #77



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Type: Writer




I know this is an year old thread but I just found it recently and I want to post a solution to an issue with it. (Using VX Ace) If you follow every step properly everything should work fine except the fog. It won't move but instead it will constantly spasm which looks beyond terrible. The reason for that is that the parallel process executes the movement, sees there are no other actions and then restarts the event, thus resetting the fog's position, making it spasm. Here's a very simple solution:

Make the call scripts for the fog two separate parallel process events (make sure you still have an event for the light beam and the blue tint) and then add "Erase event." AFTER the call script parts. Each call script event should look like this:
Spoiler:


Voala, now the fog moves smoothly. It's a great tutorial and with this small fix it's perfect.
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Andrian FK
post Jan 14 2014, 07:55 AM
Post #78



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nice effect! wink.gif love it!


--------------------
i support:



[font="Arial"][/font][size="2"][/size]
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fuzz
post Jan 24 2014, 05:49 PM
Post #79



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Type: Artist




"Script 'Scene_Map' line 88" ArgumentError occurred. "
"wrong number of arguments (1 for 0)"

:(
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Akod
post Jan 25 2014, 12:51 AM
Post #80



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Type: Designer
Alignment: Chaotic Neutral




Are you using VX or Ace?


--------------------


Having issues eventing something? Feel free to send me a message and I will see what I can do!





I Support
Spoiler:





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