I'm using Khas Ultra lighting and Java Hut Save Extension and they don't seem to work well together. My whole game is centered around Khas Ultra Lighting and I need it too much to go find another lighting plugin. JavaHut's plugin allows a screenshot to be shown in the save files.
I think I have misunderstood how this works.
If I set up an encounter in the same way as the demo, then I can get lights to show. By "in the same way" I mean that I walk up to a sprite, and in the event command I have e.g.
then I get the lighting...
My first post on the site so forgive me if it's in the wrong place.
I was looking at getting the Pirate Ship Tileset and the Khas Ultra Lighting Resource
Hello! I just got the Ultra Lighting scripts for a game I'm working on.
The problem is I tend to use Tint Screen or Fade Out screen a lot, in order to start cutscenes or atmospheric effects. But I have noticed that after these commands run, the Ultra Lighting engine no longer works.
If I have understood correctly, the region which is set determines the shadow that is thrown in an undifferentiated way.
However, I think region 1 needs to be different for the following reason.
Take, for example, a small cupboard, table or sideboard next to a window. It's going to be region 1...
First off, let me say that I am greatly looking forward to being able to use this script.
However, at the moment it is generating an error message as follows:
Script 'Yan/Eff comp fix' line 21: TypeError occurred.
no marshall_dump is defined for class Shadow_Overlay.
The script it refers...