Joined
Sep 9, 2015
Messages
297
Reaction score
29
First Language
English
Primarily Uses
Is it possible to make the animations show on top of ur lighting? At the moment, its really dark when playing animations at night XD
 

Khas

Detective lv73
Veteran
Joined
Sep 16, 2012
Messages
282
Reaction score
383
First Language
Portuguese
Primarily Uses
RMMV
The Black Swordsman

Maybe. The animations are displayed with the character sprites, so one would need to "separate" them (change viewports maybe) in order to do that.

But I think animations wouldn't look good without the shading. I mean, it would be weird to have everything black and superbright animations above everything.

Unless animations cast lights... I will see what I can do about that.
 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,305
Reaction score
11,732
First Language
English
Primarily Uses
RMVXA
I have hit what seems to be a limitation with the new fog script.

I want to be able to change the fog while on the map but all I can see is either on or off (using a switch).  Is it possible to change it?  Alternatively, to change the opacity?

What I'm trying to do is this.

Player starts on a foggy beach (sea fog).  As they move up the map, they climb higher, so I want to use a much lighter 'transition' fog before they get high enough to be out of the fog completely (use switch).  The use of the switch on its own is too abrupt.

Thanks.
 

venusaur

Villager
Member
Joined
Aug 24, 2014
Messages
29
Reaction score
4
First Language
English
Primarily Uses
Sorry to say it Khas, but your f12 compatibility addon and your time integration are incompatible... Could we have a fix please?

Or rather, they just don't work... When both are used together the game crashes as if I don't have the f12 addon. But when only the f12 addon is used, it works fine.
 
Last edited by a moderator:

Khas

Detective lv73
Veteran
Joined
Sep 16, 2012
Messages
282
Reaction score
383
First Language
Portuguese
Primarily Uses
RMMV
Vlue's AGT Integration has been updated to 1.02!

ksjp17

This is great idea! I haven't thought of something like that, I will experiment a bit and see what I can do :D

venusaur

I released an update that fixes this issue :D
 

Bastrophian

The Pixel Heartist!
Veteran
Joined
Oct 26, 2013
Messages
3,833
Reaction score
2,102
First Language
English
Primarily Uses
Other
Just wondering, do you think you may make a MV version of this in the future? No pressure....just wondering. *stares hopefully*
 
Last edited by a moderator:

Mireneye

High Chromancer
Veteran
Joined
Dec 22, 2013
Messages
143
Reaction score
20
Primarily Uses
Hey Khas, did the recent update include the light follow jump fix?
Thanks in advance, you rock! 
 

Vipes

Villager
Member
Joined
Aug 31, 2012
Messages
10
Reaction score
0
First Language
English
Primarily Uses
Question. I really liked your old one, but I'm having trouble making the lantern/flashlight able to be togable once you get it. Can you do it in this version? Say Q makes the lantern become on/off depending on the state it's currently at.
 

Mireneye

High Chromancer
Veteran
Joined
Dec 22, 2013
Messages
143
Reaction score
20
Primarily Uses
Question. I really liked your old one, but I'm having trouble making the lantern/flashlight able to be togable once you get it. Can you do it in this version? Say Q makes the lantern become on/off depending on the state it's currently at.
In the script KUL | Item_Lantern

You have:

Lantern_Key = 

Which you can set to whatever key you want. 

And then you have:

Lantern_Sw =

Which is a switch that governs wether the system itself is on or not. This needs to be enabled for the lantern item to work. 

(you've got have the item in the inventory)

Hope this helps ^-^
 
Last edited by a moderator:

Vipes

Villager
Member
Joined
Aug 31, 2012
Messages
10
Reaction score
0
First Language
English
Primarily Uses
Nice. And it's just a straight and easy upgrade from the old to this, right?
 

Mireneye

High Chromancer
Veteran
Joined
Dec 22, 2013
Messages
143
Reaction score
20
Primarily Uses
Yup! (If I understand you correctly) Just make sure you have the "script KUL | Item_Lantern" script. 
 

lucofthewind

Suikoden FanBoy
Veteran
Joined
Dec 11, 2012
Messages
213
Reaction score
17
First Language
English
Primarily Uses
This may be a stupid question, but did the utlra graphics script get updated (i have v1.0). If so, how does one download the new one?
 

Chaos17

Dreamer
Veteran
Joined
Mar 13, 2012
Messages
1,311
Reaction score
486
First Language
French
I hope you will convert it to rpg maker MV :)
 

Fox420x

Villager
Member
Joined
Oct 21, 2015
Messages
9
Reaction score
0
First Language
English
Primarily Uses
RMVXA
Will you be implementing a different layer for shadows so that it doesn't affect the dialogue box? I have your basic lighting script, and it also shadows the dialogue which makes it impossible to read in a darkened map.
 

venusaur

Villager
Member
Joined
Aug 24, 2014
Messages
29
Reaction score
4
First Language
English
Primarily Uses
Any word on the Arc engine support?
 
Joined
Sep 9, 2015
Messages
297
Reaction score
29
First Language
English
Primarily Uses
I've found an issue when using Mog Clear Memory. When I  call $game_system.clear_memory, an error occurs "No marshal dump is defined for class Shadow_Overlay."

Mog Clear Memory

#==============================================================================
# +++ MOG - Clear Memory (v1.0) (Memory Leak Solution) +++
#==============================================================================
# By Moghunter
# https://atelierrgss.wordpress.com/
#==============================================================================
# O script limpa a memória utilizada pelo RpgMaker, basicamente dá um reset
# no jogo sem que o jogador perca os dados dos jogo.
# Este script é voltado para quem estiver tendo problema com sobrecarregamento
# na memória Ram.
#==============================================================================
# UTILIZAÇÃO
#==============================================================================
# Basta usar o código abaixo através do comando chamar script.
#
# $game_system.clear_memory
#
#==============================================================================
# NOTA
#==============================================================================
# Haverá uma pequena pausa no momento que a memória é limpa, portanto é
# aconselhavel limpar a memória durante uma cena ou quando for teleportar
# entre um mapa e outro.
#==============================================================================


#===============================================================================
# ■ SceneManager
#===============================================================================
class << SceneManager

#--------------------------------------------------------------------------
# ● First Scene Class
#--------------------------------------------------------------------------
def first_scene_class$clear_memory ? Scene_Recover_Data : $BTEST ? Scene_Battle : Scene_Title
end

end

#===============================================================================
# ■ DataManager
#===============================================================================
class << DataManager

#--------------------------------------------------------------------------
# ● Save Game Temp
#--------------------------------------------------------------------------
def save_game_temp
File.open("Quick_Save", "wb") do |file|
$game_system.on_before_save
Marshal.dump(make_save_header, file)
Marshal.dump(make_save_contents, file)
end
return true
end

#--------------------------------------------------------------------------
# ● Load Game Temp
#--------------------------------------------------------------------------
def load_game_temp
File.open("Quick_Save", "rb") do |file|
Marshal.load(file)
extract_save_contents(Marshal.load(file))
reload_map_if_updated
end
File.delete("Quick_Save") rescue nil
return true
end

end

#===============================================================================
# ■ Game System
#===============================================================================
class Game_System

#--------------------------------------------------------------------------
# ● Clear_Memory
#--------------------------------------------------------------------------
def clear_memory
DataManager.save_game_tempreset = Win32API.new 'user32', 'keybd_event', %w(l l l l), ''
reset.call(0x7B,0,0,0)
sleep(0.1)
$clear_memory = [RPG::BGM.last,RPG::BGS.last]
reset.call(0x7B,0,2,0)
end

end

#===============================================================================
# ■ Scene Recover Data
#===============================================================================
class Scene_Recover_Data

#--------------------------------------------------------------------------
# ● Main
#--------------------------------------------------------------------------
def main
SceneManager.clear
DataManager.load_game_temp
SceneManager.goto(Scene_Map)
$clear_memory[0].replay rescue nil
$clear_memory[1].replay rescue nil
$clear_memory = nil
end
end

$mog_rgss3_clear_memory = true
 

Jay_NOLA

Veteran
Veteran
Joined
Mar 13, 2012
Messages
441
Reaction score
71
First Language
English
Primarily Uses
is the forum store version download going to be updated to 1.02?

it is still downloading the old 1.0.
 

Khas

Detective lv73
Veteran
Joined
Sep 16, 2012
Messages
282
Reaction score
383
First Language
Portuguese
Primarily Uses
RMMV
Mireneye
Unfortunately, the jump fix contains sensitive code and it must be released as closed source. Thus, I left it to be released with "The Halloween Update", which will be come soon (not necessarily on the Halloween because it's a bit hard to coordinate launch dates).

The Halloween Update will also include a fix for [lighting on/off], the battle lighting add-on and more :D

lucofthewind
You can just follow the links on the main topic :D

Chaos17
I pretend to, but my schedule is really busy right now due to college reasons :/

Fox420x
It's a different layer and you can control which stuff it shades.
This new version shades only the map by default.

venusaur
I couldn't made any progress yet, I'm sorry. I'm giving priority to the next update.

The Black Swordsman
Try to place this code after your clear memory script:

#-------------------------------------------------------------------------------# * Scene Manager#-------------------------------------------------------------------------------module SceneManager def self.dispose_ultra_graphics if @scene.is_a?(Scene_Map) @scene.spriteset.dispose_ultra_graphics else @stack.reverse.each do |s| if s.is_a?(Scene_Map) s.spriteset.dispose_ultra_graphics return end end end end def self.restore_ultra_graphics if @scene.is_a?(Scene_Map) @scene.spriteset.initialize_ultra_graphics else @stack.reverse.each do |s| if s.is_a?(Scene_Map) s.spriteset.initialize_ultra_graphics return end end end end end#-------------------------------------------------------------------------------# * Game System#-------------------------------------------------------------------------------class Game_System alias khas_clear_memory clear_memory def clear_memory SceneManager.dispose_ultra_graphics khas_clear_memory SceneManager.restore_ultra_graphics endend
Jay_NOLA
The Ultra Lighting is composed of the following:
1. Required scripts (KCL, KGL)
2. Main script (the Ultra Lighting itself)
3. Add-ons

Some of these scripts can be updated on this topic and some will be only updated with a demo update. I chose to do that because you wouldn't need to donwload the full package everytime a small update occurs.

The next one will be "The Halloween Update" and it will include the most recent version of all required scripts, main script and add-ons.

MisterDiablo90
You can call $game_player.drop_light :D
 
 

Latest Threads

Latest Profile Posts

Progress on one of my projects has been slow, but I'm at a spot now where I feel like sharing the four main characters.

From left to right we have: Amabel, Tibby, Dusty, and Wren.

tibbyrpgcast.jpg
I'm in a much better mood about my game than I was 2-3 days ago. I keep switching between sideview and front because of the amount of assets needed for side (I'm drawing it all myself)... but I've decided to stick with front, for my own sanity. sidenote... people, planning is important. I've spent so long on just getting my game's ideas off the ground because I didn't plan ahead.
unknown.png

"Fight me."
I'll finally wash my clothes today!
SA46ATTACK.gif :kaojoy:New Arab character in action.

Forum statistics

Threads
110,608
Messages
1,054,678
Members
143,736
Latest member
EmBee
Top