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Not just the Fade Out event, but also transition fades. My game uses a specific color palette and I need it to be a shade of green rather than black.
and from Scene_Map:Graphics.transition([duration[, filename[, vague]]])
Carries out a transition from the screen frozen by Graphics.freeze to the current screen.
duration is the number of frames the transition will last. The default is 10.
filename specifies the file name of the transition graphic. When not specified, a standard fade will be used. Also automatically searches files included in RGSS-RTP and encrypted archives. File extensions may be omitted.
vague sets the ambiguity of the borderline between the graphic's starting and ending points. The larger the value, the greater the ambiguity. The default is 40.
Graphics.brightness
The brightness of the screen. Takes a value from 0 to 255. The fadeout, fadein, and transition methods change this value internally, as required.
def perform_transition if Graphics.brightness == 0 Graphics.transition(0) fadein(fadein_speed) else super endend#--------------------------------------------------------------------------# * Fadein Screen#--------------------------------------------------------------------------def fadein(duration) fade_loop(duration) {|v| Graphics.brightness = v }end#--------------------------------------------------------------------------# * Fadeout Screen#--------------------------------------------------------------------------def fadeout(duration) fade_loop(duration) {|v| Graphics.brightness = 255 - v }end
Well, that first thing doesn't seem to have done it, and I'm not really sure what you mean by the second part...I would take a poke around Spriteset_Map.update_viewports.
@viewport3.color.set(0, 0, 0, 255 - $game_map.screen.brightness)Maybe changing the 0, 0, 0 to something slightly greener would do what you're after. I don't know whether it'd cover Fade Out or transition or both, but it's a start.Not sure if it's related, but from the help file, under Graphics:
and from Scene_Map:
def perform_transition if Graphics.brightness == 0 Graphics.transition(0) fadein(fadein_speed) else super endend#--------------------------------------------------------------------------# * Fadein Screen#--------------------------------------------------------------------------def fadein(duration) fade_loop(duration) {|v| Graphics.brightness = v }end#--------------------------------------------------------------------------# * Fadeout Screen#--------------------------------------------------------------------------def fadeout(duration) fade_loop(duration) {|v| Graphics.brightness = 255 - v }end
Does it matter which one? I've been using Black fade though.Insert in scripts
class Spriteset_Map def update_viewports @viewport1.tone.set($game_map.screen.tone) @viewport1.ox = $game_map.screen.shake @viewport2.color.set($game_map.screen.flash_color) @viewport3.color.set(0, 128, 0, 255 - $game_map.screen.brightness) @viewport1.update @viewport2.update @viewport3.update endendUse "Fadeout Screen"What transition fade?
Everywhere. From one map to another, from field to battle (and back), anytime the screen has to fade to black, I need to make it fade to green. Specifically, 24, 48, 48.Transition from what to what?
Not only that though. I also mean even when loading the game from the title screen, etc. Whenever it fades to black, basically.So you're talking about the Transfer event command.
There are other types of transition.