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> Fog Of War, Basic but it works.
Rating 4 V
Jet
post Oct 24 2011, 02:20 PM
Post #1


He Who Jets
Group Icon


Type: Coder
Alignment: Lawful Neutral




Fog Of War
by Jet

Introduction


So, this was my ReStaff release for Oct. 23. I'm sure most of us know what Fog Of War is, it's mainly used in RTS games.
If you don't know what it is, click the spoiler:
Spoiler:
Fog Of War Explanation:

With the Fog Of War, there are 3 parts of a map, "visible", "explored" and
"unexplored".
Visible parts you can see everything as one normally would.
Explored you see the generall area, like tiles and maybe events.
Unexplored is pure lack space, which nothing can be seen.

Areas are marked as "explored" as soon as it becomes "visible" by the player.


Features

- Fog Of War Effect
- Changable Player Range
- Can be turned off/on with a switch
- And more...

Screenshots




Script

http://pastebin.com/raw.php?i=fEpTFJzD

Notes

I DO NOT plan to "pretty up" the effect. The point of it was fit with with the grid, and to be simple and effective.
I'm not big on eye-candy anyways, but i enjoyed making this.

Credit

Jet


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mitchi.exe
post Oct 24 2011, 09:59 PM
Post #2


Welcome to RMVX.net, B*tch
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Type: Designer
Alignment: Chaotic Evil




Can a certain switch be 'ON' or (off) when events are either inside or outside the visible part?


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Spoiler:

CoA Playable Character Spr completion: 7/13 (~54%)
Spoiler:



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Rayanzord
post Oct 25 2011, 01:38 AM
Post #3



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Type: Undisclosed




Thanks for posting, do not connect to my very bad English, is that I'm using the Google translator, the more it does not matter. Well, great script. More would not change the place to be those squares, be something more ... round? wink.gif

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Tempest Winds
post Oct 25 2011, 09:42 PM
Post #4



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Type: Writer
Alignment: Lawful Neutral




QUOTE (Rayanzord @ Oct 24 2011, 09:38 PM) *
Thanks for posting, do not connect to my very bad English, is that I'm using the Google translator, the more it does not matter. Well, great script. More would not change the place to be those squares, be something more ... round? wink.gif


This is a simple script that highlights tiles as you explore. It has an option to light up tiles if you want it to. It is used when you don't want a player seeing something until they find it up close. There are other options, like giving the player a view within an explored area. Making that view circular though would be hard from what I know.

I tried writing this simple so that Google would let you read it better. I am sorry if it translates my text into something about flying catfish and their pet elephants.


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Rayanzord
post Oct 26 2011, 04:46 PM
Post #5



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Type: Undisclosed




I did not think this possibility, thank you for answering Mr. Tempest Winds
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Filius Rex
post Nov 3 2011, 01:37 AM
Post #6



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Type: Writer




It works OK, but it made my crash game a lot sad.gif . Otherwise though, it's a great script. It helped make my dungeons a lot more interresting!

This post has been edited by Filius Rex: Nov 3 2011, 01:38 AM


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wild_bill236
post Nov 27 2011, 05:36 PM
Post #7



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Type: Writer




the script looked good but the only problem i have with it is when my character is talking at the begining ov the game the for covers what they are saying. how do i fix that
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Jet
post Nov 27 2011, 08:23 PM
Post #8


He Who Jets
Group Icon


Type: Coder
Alignment: Lawful Neutral




QUOTE (wild_bill236 @ Nov 27 2011, 11:36 AM) *
the script looked good but the only problem i have with it is when my character is talking at the begining ov the game the for covers what they are saying. how do i fix that


Turn on the FOG_OFF switch then, just look in the script config.


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wild_bill236
post Dec 6 2011, 10:41 PM
Post #9



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Type: Writer




QUOTE (Jet @ Nov 27 2011, 02:23 PM) *
Turn on the FOG_OFF switch then, just look in the script config.




I tried everything the script told me to do and it still wont work right. can you please explain what to do. i cant see my opening autorun event....
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IXFURU
post Jan 1 2012, 07:55 PM
Post #10


just a nut trying to keep away the squirrels
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Type: Undisclosed
Alignment: Lawful Evil




If I wasn't so far along in the project I'm currently working on, I'd use this in a heartbeat. I have two projects, though. Maybe I'll implement it on the other. This is a great script, JET. Just from testing it on a new project, I really liked it. I don't know which I like better, the NoteInput or this one. Either way, can't wait to see what you can do in 2012!


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




To Support:


Spoiler:
CODE
[url="http://www.rpgmakervx.net/index.php?showtopic=57406"][img]http://i16.photobucket.com/albums/b38/Dwiguitar/TheFinishLineUserBar_zps63f6f475.png[/img][/url]


I support:


Spoiler:




I actually won something...Can you believe that?!

Spoiler:



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CAB_333
post Jan 22 2012, 08:05 AM
Post #11


I am still here - Making things. :)
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Type: Designer
Alignment: Chaotic Good




I really wanted this for a pokemon style dungeon, but I got this error.

Script 'FogofWar' line 159: NoMethodError occured.
undefined method '[]' for nil:NilClass

I am using your SBS system (Very nice BTW biggrin.gif ), Sykval's ring menu, and his HP and MP bars, KCG Overdrive, and MOG locationname.

I hope you can tell me the fix.
tongue.gif


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I like to use THIS FONT on the forum.




I support





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piksalh
post Mar 7 2012, 04:16 AM
Post #12



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Type: Undisclosed




Is it possible to use the fog of war only for mini-map? For example Woratana's Mini-Map system or the system that uses images?
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Araedhlim
post Jun 8 2012, 01:56 PM
Post #13



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Type: Writer




Great script I really think, but i little more inadapted to many game who need yet fog of war. In fact, all messages and speechs are obscured by the fog of this script. It will be very nice to allow just the visibility of writing things. Someone would know how we can make appear messages above the fog of war ?
(I think it's just a matter of priority in the script, but I'm so useless in ruby code)
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Miget man12
post Jun 13 2012, 08:10 PM
Post #14


Lulz.
Group Icon


Type: Coder
Alignment: Unaligned




My computer is broken now, so I can't test it at all, but if you change the .z of the viewport (search for '.z'). It should be = 9999. Change it to something around 5. Again, I can't give you the exact number because my computer is broken and RMVX isn't on this computer I'm using. Try different values so that it's above the map but below the text/pictures/etc. Hope that's helpful.

~Miget man12


--------------------
Spoiler:
I am learning to script with Ruby/RGSS2, I think I'm getting pretty good at it :)
Oh yeah, and I know Latin, that count's for something, doesn't it?
QUOTE
Olny 55% of plepoe can raed this.
I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
fi yuo cna raed tihs, palce it in yuor siantugre.


I'm a lot more active here: http://www.rpgrevolution.com/forums/index.php

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