Black and white?

TriceratopsX

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This is gonna be the wrong thread ain't it? Hello kind people!  :cutesmile:  I need some help pleeaase~ I was wondering, is there an easy way to make certain maps black and white? Like for flashbacks or something? I guess I can make a monochrome edit of the required tile-sets... But I'm lazyI was curious if there was a quicker/easier way to do it.
 

Shaz

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Yep, wrong place.  Support forum for the engine you're using.


I'd just use a different tileset.  Any kind of filter you apply will have a performance impact.
 

mlogan

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Yes, wrong place. No worries, I'll move it.
 

TriceratopsX

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Figured.  :headshake:


Really? I didn't think just changing it to black and white would have any impact performance wise... In that case know of any good black-and-white tile-sets?  :rwink:  ... Wait crap, that won't work I need to basically re-make certain maps in black and white, for the flash-back sequences I was gonna do.  :stare:


The performance impact shouldn't be too big right?
 
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bgillisp

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The way I've done it in my game is I call a tint screen command set to (0, 0, 0, 255) (that's all gray), 1 frame, uncheck wait for completion. Once I did that all my maps had a nice black and white effect. Just be sure to set the tint back to default when you are done.


As for the performance part, the only reason you'd have a performance issue is if you used a parallel process and forgot to turn it off. You can get around that by setting the tint before transferring to the map.
 

Shaz

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If you make separate tilesets, there will be NO performance impact.  If you try to do it via script, there WILL be a performance impact, because you're asking it to do extra processing.  If you do it the tileset way, you are not relying on anyone but yourself.  If you use a script, you're relying on someone to give you the script or to write it for you.  I know which one I'd be doing.


Just make extra copies of the tile sheets, edit them to make them black and white, and save them.  Duplicate the tileset in the Tilesets tab and then substitute the b/w tile sheets in each of the slots.  Then you can either make copies of your maps, or use the Change Tileset command.  I'd probably make copies of the map to remove unused events (assuming your flashbacks are all cutscenes and the player doesn't get to actually play on them) and just have those necessary for the cutscene.


Sepia is often preferred for flashback scenes, I believe - more of a nostalgic look than black and white.
 
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TriceratopsX

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That should work @bgillisp (If I don't go the tile-set route)


Well, @Shaz how do I explain this? My idea was, at certain points in the game (When players trigger specific events, and then use the save bed(s)) the MC experiences a flashback of someone else's past (I was thinking player would still control these parts, might change that)


And while I know most people use sepia for flashbacks, I thought that would fit better with a character remembering something, not quite the alien feeling of seeing someone else's past. Does that make sense?
 
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Zalerinian

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Honestly the tint screen approach should be fine, it's in there for a reason, and really doesn't have a high impact on performance. 
 

bgillisp

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Yeah, tint screen will only cause performance hits if used in a parallel process that is not turned off, because otherwise it is a one and done operation, just line anything else in an event command. The only disadvantage is the tint will be there until you change it again, so if you forget to change it, it will be black and white forever.
 

TriceratopsX

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Excellent, now all I have to do... Is actually figure out what the darn castle is supposed to look like.  :distrust:  Anyway thanks to all of you guys for your help!
 

Zalerinian

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Well, if it's purpose is for a cutscene or similar type of activity, fixing that should be too difficult. 
 

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