Changing map hue

goldenroy

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Hey everyone! I've been searching up and down for a script to modify the map hue. I've found this script called Map Effects by Zeus81, which is very cool, but unfortunately it's lacking in just the feature I need.

To quote the help file "Change the hue of the map, it's very much struggling so it's not really usable but I had implemented it and as I don't like to work for nothing I left it.". Basically - it lags the game out a lot.

I also found this script, but that sadly changes the title screens hue only.

I was wondering if there is a simpler method for that. To illustrate what I mean, consider this image:



I'm not sure if events and/or message boxes and windows could be colored as well (that would be ideal, basically shifting the hue of the whole game window), but I'll take anything that I can get.

Thank you very much! :)
 

Zalerinian

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With Ace, no, it's very unlikely that such a script exists. With MV it's possible, but not very efficient. In Ace we can't gain access to the sprites used to draw the map. In MV, however, since there are no more hidden classes, we can get access to them. However, it may be inefficient because you're also talking about changing the hue of characters, which would involve changing all the spriteset's sprites, and the amount varies by map.
 

Blackheart

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You could always take a screencap and just put your map into a photo editing software such as photoshop and just change the hue of that through there and use it as a parallax map, or just make a tileset edit to make the tiles you plan to use the hue you want
 

MeowFace

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With Ace, no, it's very unlikely that such a script exists. With MV it's possible, but not very efficient. In Ace we can't gain access to the sprites used to draw the map. In MV, however, since there are no more hidden classes, we can get access to them. However, it may be inefficient because you're also talking about changing the hue of characters, which would involve changing all the spriteset's sprites, and the amount varies by map.
nope, hue change is a built in feature by ruby itself. doesn't matter what version of RM he's using.

http://www.rubydoc.info/github/cstrahan/open-rpg-maker/Bitmap%3Ahue_change

as far as i know, hue_change(hue) is only used in the cache module.

the problem is, OP isn't being clear on where and how he wants the hue change to process. constant running = lag

a single script call run can work to hue the tiles and charset without lagging up the game much. but we might need to counter the built in refresh method the map uses.

there's even a way to make the hue happen using eventing only. simply by using the built-in screen snapshot and display the bitmap on the screen with a hue and constant update.

edit:

put this script call in a parallel event.

note that this might lag your system depending on your machine power.

@win.hide if @win@pic=Graphics.snap_to_bitmap@pic.hue_change(rand(255))@win=Window_Base.new(-12,-12,Graphics.width+24,Graphics.height+24) if !@win@win.contents.clear@win.z = 9999@win.opacity = 0@win.show if @win@src=Rect.new(0,0,Graphics.width,Graphics.height)@ret=Rect.new(0,0,Graphics.width,Graphics.height)@win.contents.stretch_blt(@ret,@pic,@src)for more info on how things work in eventing, please visit this tutorial:

http://forums.rpgmakerweb.com/index.php?/topic/38406-eventing-tutorial-for-creating-custom-text-windows/
 
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Zalerinian

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nope, hue change is a built in feature by ruby itself. doesn't matter what version of RM he's using.

http://www.rubydoc.info/github/cstrahan/open-rpg-maker/Bitmap%3Ahue_change

as far as i know, hue_change(hue) is only used in the cache module.

the problem is, OP isn't being clear on where and how he wants the hue change to process. constant running = lag

a single script call run can work to hue the tiles and charset without lagging up the game much. but we might need to counter the built in refresh method the map uses.

there's even a way to make the hue happen using eventing only. simply by using the built-in screen snapshot and display the bitmap on the screen with a hue and constant update.
Yes, hue change is an option in Ruby, but not on the whole map as in the screenshot provided in the OP. You'd need access to the tilemap for that, or to snap a screenshot of each frame, change the hue, and then display it that way. And that would have terrible performance.
 

goldenroy

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the problem is, OP isn't being clear on where and how he wants the hue change to process. constant running = lag
a single script call run can work to hue the tiles and charset without lagging up the game much. but we might need to counter the built in refresh method the map uses.
On map change would suffice. So that every map could potentially have a different hue, no need to change it within a map.

Something like making a screenshot of the current map and drawing that with a different hue would mess with animated tiles, wouldn't it?
 

MeowFace

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Yes, hue change is an option in Ruby, but not on the whole map as in the screenshot provided in the OP. You'd need access to the tilemap for that, or to snap a screenshot of each frame, change the hue, and then display it that way. And that would have terrible performance.
tile tint/hue is already possible in Ace, there are already scripts out there doing so.

and yes, for the snap shot option, it will lag the game.

edit again:

the tile hue turned out to be easier to script than i thought as it's already a built-in function the game engine has.



all you need is to set up the variable number you wish to use in the game,

then change the value of that variable to change the tile hue in game. 0 = normal.

it works on the fly, right after you change the value the hue will change.

and there's no worry about lag, this script only run once when you change the variable value.



You are able to choose to hue the map only or both map and characters.

Script Link:

http://forums.rpgmakerweb.com/index.php?/topic/46214-map-tiles-hue-colour-change/
 
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