It's time to make....
An underwater map effect! by CrayDragon
Please note that this tutorial was written by CrayDragon for VX (and used Woratana's Multiple Fog Script for VX.) Hopefully I have caught all of the changes from VX to Ace, but I may have missed a few. Hugs, Granny.
Any tiles welcome!
With this here tutorial, you'll get a product similar to this:
Step 1: Create a map.
An underwater map effect! by CrayDragon
Please note that this tutorial was written by CrayDragon for VX (and used Woratana's Multiple Fog Script for VX.) Hopefully I have caught all of the changes from VX to Ace, but I may have missed a few. Hugs, Granny.
Any tiles welcome!
With this here tutorial, you'll get a product similar to this:
I'm sorry, this isn't a mapping tutorial D: So the only thing I can say here is DON'T ADD ANYTHING TO YOUR MAP THAT WOULDN'T MAKE SENSE UNDERWATER.
I.e. fire, lava, full-grown trees, etc.
I.e. fire, lava, full-grown trees, etc.
If you already have variables labeled these from flashlight effects, etc. you can disregard all of the following step.
So, go to your variables editor, and select two variables you believe you will remember.
I chose my last two.
Label them:
Player's Screen X
Player's Screen Y
(Or anything you can remember that will suggest that. For future notice.)
So, go to your variables editor, and select two variables you believe you will remember.
I chose my last two.
Label them:
Player's Screen X
Player's Screen Y
(Or anything you can remember that will suggest that. For future notice.)
Let me show you these images:
Save as Waterfog
Save as Wareflec - stands for Water reflection - took me awhile....
Save as Beam1_ani1
Save as Waterfog
Save as Wareflec - stands for Water reflection - took me awhile....
Save as Beam1_ani1
Event commands will be necessary for it too.
So yeah, import those to Graphics/Pictures in your game.
Then.
You are going to have to grab Woratana's Multiple Fogs for Ace for the next bit.
Once that's imported, along with my and Pentagonbuddy's picture graphics, make a Parallel Process event.
Event the following in a Script Call (commands page 3 bottom-right):
Code:
$fog.name = 'wareflec'$fog.hue = 0$fog.tone = [0,0,0,0]$fog.opacity = 70$fog.blend = 0$fog.zoom = 225$fog.sx = 10$fog.sy = 0$fog.show(1)
Code:
$fog.name = 'wareflec'$fog.hue = 0$fog.tone = [0,0,0,0]$fog.opacity = 35$fog.blend = 0$fog.zoom = 225$fog.sx = -5$fog.sy = 0$fog.show(2)
Here's a good tint you can use for our little effect:
Code:
R: -102G: -17B: 85G: 0
Put the tint after the Script Call bit.
Now do a Show Picture command (commands page 2) that should look like this in the event menu:
Show Picture: 2, 'beam1_ani1', Upper Left, (0,0), (100%,100%), 100, Add
Are you wondering why the picture ID is 2? Well.
Make another Parallel Process event right next to this one (position doesn't matter, but it must be made.)
Event the following:
Control Variables: [Variable you picked for player's X] = Player's Screen X
Control Variables: [Variable you picked for player's Y] = Player's Screen Y
Show Picture: 1, 'waterfog', Center (Variable [PlayerX][PlayerY]), (205%,205%), 245, Normal
This bit is to make the blue mist follow the player around. It'll be centered on the player.
The size is big because otherwise it looks damned weird ,:/
Step 4: Move Pictures
Create a Loop (Ev commands page 1).
Within the Loop, you can place a command for Move Picture:
Loop
Move Picture: 2, Upper Left, (0,0), However transparent you want it to fade to, Add, amount of frames you want this to take.
For opacity, I used 175, and it took 80 frames.
Wait how many frames the first transition took, like 80 frames.
Move Picture: 2, Upper Left, (0,0), Transparency in it's final instance, Add, your used amount of wait frames.
Wait once again, your used amount of frames.
Repeat Above
Within the Loop, you can place a command for Move Picture:
Loop
Move Picture: 2, Upper Left, (0,0), However transparent you want it to fade to, Add, amount of frames you want this to take.
For opacity, I used 175, and it took 80 frames.
Wait how many frames the first transition took, like 80 frames.
Move Picture: 2, Upper Left, (0,0), Transparency in it's final instance, Add, your used amount of wait frames.
Wait once again, your used amount of frames.
Repeat Above
Well, you know the drill now, post up a screenshot of your result, and any bugs you encountered with this.
First thing to do with a bug is MAKE SURE YOU READ IT CAREFULLY.
Credit to Pentagonbuddy for the light beam graphic, and woratana for the script I made you add
Also, me (CrayDragon) and photographer Raul Touzon for the water reflection image.
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