I'm still new to using RPG Maker, but I think I've got the hang of how to edit the maps in Photoshop & then import it into VX Ace as an image file (or at least that's what the tutorial I followed said to do). But what I'd like to know is how to add lighting to a scrolling map?
The map I made is too big to fit on screen all at once, so when I add in the lighting file, it won't move with the screen & stays centered. Is it possible to get it to move with the character? Like a script perhaps?
Any advice would be greatly appreciated! Thank you!
There exist a Script for Parallax Mapping which offers much more Options, but its also much more difficult to understand.
But these are the Basics to create your own Light Map Pictures, or to make a Parallax as Map Floor and so on.
Edit: When you are new you maybe need this Fix Script by Mog Hunter.
VX-Ace Player Movement Lags when multiple animations are played at once on the Screen. The Script Fixed it, but the Source is expired or i could not find it right away. I dont know if it got Fixed over the Years, just in case.
Here the Copy Paste:
Code:
#==============================================================================
# +++ MOG - Anti Animation Lag (v1.0) +++
#==============================================================================
# By Moghunter
# http://www.atelier-rgss.com
#==============================================================================
# Este script remove as travadas (Lag) relacionadas ao dispose de uma animação.
#==============================================================================
#==============================================================================
# Durante a execução do jogo o Rpg Maker VX ACE leva um tempo considerável para
# ler ou apagar (Dispose) um arquivo. (Imagem, som ou video)
# O que acaba acarretando pequenas travadas durante o jogo, efeito perceptível
# ao usar arquivos relativamente pesados. (Arquivos de animações.)
#==============================================================================
# NOTA - Este script não elimina as travadas relacionadas ao tempo de leitura
# de uma animação, apenas ao tempo relacionado para apagar uma animação.
#==============================================================================
#===============================================================================
# ■ Game_Temp
#===============================================================================
class Game_Temp
attr_accessor :animation_garbage
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_anti_lag_animation_initialize initialize
def initialize
@animation_garbage = []
mog_anti_lag_animation_initialize
end
end
#===============================================================================
# ■ Game System
#===============================================================================
class Game_System
attr_accessor :anti_lag_animation
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_antilag_animation_initialize initialize
def initialize
@anti_lag_animation = true
mog_antilag_animation_initialize
end
end
#===============================================================================
# ■ SceneManager
#===============================================================================
class << SceneManager
#--------------------------------------------------------------------------
# ● Call
#--------------------------------------------------------------------------
alias mog_anti_lag_animation_call call
def call(scene_class)
mog_anti_lag_animation_call(scene_class)
dispose_animation_garbage
end
#--------------------------------------------------------------------------
# ● Goto
#--------------------------------------------------------------------------
alias mog_anti_lag_animation_goto goto
def goto(scene_class)
mog_anti_lag_animation_goto(scene_class)
dispose_animation_garbage
end
#--------------------------------------------------------------------------
# ● Dispose Animation Garbage
#--------------------------------------------------------------------------
def dispose_animation_garbage
return if $game_temp.animation_garbage == nil
for animation in $game_temp.animation_garbage
animation.dispose
end
$game_temp.animation_garbage = nil
end
end
#==============================================================================
# ■ Game Map
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# ● Setup
#--------------------------------------------------------------------------
alias mog_anti_lag_animation_setup setup
def setup(map_id)
SceneManager.dispose_animation_garbage
mog_anti_lag_animation_setup(map_id)
end
end
#==============================================================================
# ■ Scene Base
#==============================================================================
class Scene_Base
#--------------------------------------------------------------------------
# ● Terminate
#--------------------------------------------------------------------------
alias mog_anti_lag_animation_terminate terminate
def terminate
mog_anti_lag_animation_terminate
SceneManager.dispose_animation_garbage
end
end
#==============================================================================
# ■ Sprite Base
#==============================================================================
class Sprite_Base < Sprite
#--------------------------------------------------------------------------
# ● Dispose Animation
#--------------------------------------------------------------------------
alias mog_anti_lag_animation_dispose_animation dispose_animation
def dispose_animation
if $game_system.anti_lag_animation
execute_animation_garbage
return
end
mog_anti_lag_animation_dispose_animation
end
#--------------------------------------------------------------------------
# ● Execute Animation Garbage
#--------------------------------------------------------------------------
def execute_animation_garbage
$game_temp.animation_garbage = [] if $game_temp.animation_garbage == nil
if @ani_bitmap1
@@_reference_count[@ani_bitmap1] -= 1
if @@_reference_count[@ani_bitmap1] == 0
$game_temp.animation_garbage.push(@ani_bitmap1)
end
end
if @ani_bitmap2
@@_reference_count[@ani_bitmap2] -= 1
if @@_reference_count[@ani_bitmap2] == 0
$game_temp.animation_garbage.push(@ani_bitmap2)
end
end
if @ani_sprites
@ani_sprites.each {|sprite| sprite.dispose }
@ani_sprites = nil
@animation = nil
end
@ani_bitmap1 = nil
@ani_bitmap2 = nil
end
end
$rgss3_mog_anti_lag_animation = true
Besides the Script to Scroll Offset Fix, your Lightning Picture needs also the correct size.
Size X x 32
Size Y x 32
20x15 Map would be 640x480 Pixel big Picture.
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
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