![]() ![]() Legal: I'd also like to include this script, old and / or new version in my "Collection" to be distributed with your permission. If this is no longer being maintained, you could post what you have, even if its not complete / functional and we can add to what exists. Comment Config for initial settings only.įlexibility in Comment Config to allow compatability with other Scripts that use Comments for Config. The Alternate would be the IG Maker, so called Action Game Maker. (U had to learn RGSS Scripting) Check out the free non Time bound Demo Version. It would be difficult to Make Games like Zelda with it. Im not very good with faces, so I dont have any face parts to match these sprites. I decided to make my own parts to add, to give it a bit more variety. Light Properties can be changed on the Fly. The standard Maker is for Making 2D RPG Games like Final Fantasy. Having a built-in generator is a great feature in VX Ace, but despite the amount of graphics it lets you play with, it still feels like its lacking. I'll add some things to the list of requested features: I read that F0 helped him and I was curious if any of you know whether or not something like this can be done. So yeah number 3 is the only issue I can't work with. (thank you to kevin.ds for pointing this issue out)" For the recorded videos uploaded on YouTube and NicoNicoDouga, the program originally made for Dreamtalia was RPG Maker VX Ace. (3) Make it so if you set the light source on a separate page ( as in called by a switch or something) will activate the light. ![]() (2) Make it so you can create the player as a light source (1) Make it so only the light's that are visible update Take the switches off and it reads that page first calling the lighiting. Here is my problem, since they are always called by switches or self-switches (Day/Night cycle using CCTS), they don't light up. So I was looking at the script on this page and I think it will be handy for the firefly event that I've made. Ton = Tone.new(-t.to_i, -t.to_i, -t.to_i)īri = << Light_Source.new(event, rad, ton, fli, glo, bri, << Light_Source.new(event, rad + 50, ton, fli, glo, bri - 25, << Light_Source.new(event, rad + 100, ton, fli, glo, bri - 50, filename) Unless thod_defined?(:new_light_render_disp)ĭef Unless thod_defined?(:new_light_render_updt) Unless thod_defined?(:new_light_render_init) # Added render light method to set up light array # Redefine dispose to destroy light array # Redefine initialization to create light array # Any questions, comments or issues you may reach me at:Ĭlass Light_Source = || self.opacity <= 0 # brightness :the brightness of the light source (0 - 255) # glow :type true if you want the lights to glow # flicker :type true if you want the lights to flicker # tone_blue :tone blue value to be mixed (0 - 255) # tone_green :tone green value to be mixed (0 - 255) # tone_red :tone red value to be mixed (0 - 255) # To create an event as a light source, create an event and set the first # Allows the user to set up dynamic lights on the game map ![]()
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