StupidHair

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I have a really silly question. If I deploy the game, can the user press tab to open the light menu? :p Sorry if this has already been asked.
 

Daisetsu

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I have a really silly question. If I deploy the game, can the user press tab to open the light menu? :p Sorry if this has already been asked.
Nope, only you can do this in Edit Mode.
 

KrisTall

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I gotta say that this plugin is great!
But I also have a issue with a curtant scene
At the beginning of the game, the main duo (with torches on them) walks down the map (in the forest) and are talking to each other. I decided that this map will be looping so that they will not stop at any point until that scene ends. At the beginning, everything was working fine until they hit the looping spot, when they go past that point, torches turned off and when that point of looping was no longer visible, they turned back on.
Anyone knows what should I do about this?
 

PixelBoy360

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I have a problem where when I press the tab I see the buttons at the bottom, but nothing happens when I click them. The plugin used to work, so I'm not sure what's wrong?
 

NoShirtstann

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Do we know if this is compatible across the board with YEP?
 

PixelBoy360

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I have a problem where when I press the tab I see the buttons at the bottom, but nothing happens when I click them. The plugin used to work, so I'm not sure what's wrong?
Any plugin that disables the touch screen mechanic will disable the game editor. (EX: YEP_TouchInputDisabler)
 

Aerianr

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I have a really silly question. If I deploy the game, can the user press tab to open the light menu? :p Sorry if this has already been asked.

Nope, only you can do this in Edit Mode.

Actually, I'm having this problem right now with play testing. Pressing tab in a deployed game is bringing up the editing buttons.
 

tenac666

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Maybe that's becouse I have macbook, but I trying click TAB to set the lights and nothing...
 

Azel2

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When I use the time system the dye doesn't change that I'm doing wrong When I use the time system the dye doesn't change what I'm doing wrong?
 

AeroFunk80

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Oh, wow! How have I never seen this thread. I am loving this lighting system. So much great detail and it looks amazing. Can't wait to add this to my newest project. Thanks for this (everyone involved)!
 

raffle

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I absolutely love this plugin and I have been using it for a while without any issues, I just got one question about variables, i'm not knowledgeable about scripting so I don't know if it's already possible but how would I go about turning a light on and off from an event via a variable.

For example instead of having "Light ON e12" for event 12, something like "Light ON v1" for variable 1, or "LIGHT ON e(this._eventId)", just anything so that I could turn on lights dynamically via a common event with a variable instead of having to name every single event ID in the map :(
 
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Rex Tenebris

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Hey there just unzipped the demo project without making any changes.

Two things:
- !Other2 character graphic is missing.
- Seems that test mode is disabled by some parameter since I can't even trepass stuff by holding CTRL neither I can't open switches menu.

Can you fix this please?
Thank you!
 

Brancliff

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I also had trouble with the demo project. img/characters/!Other2 was missing for me as well, and pressing Tab didn't open up the editor or anything.

For anyone else having the same problem - you can copy !Other2 from a blank Project1 and things seem to be fine. As for the editor, you can press F12 to open up the console and type $gameEditor.toggle(); to show it. In your own project, you could get a Button-to-common-event plugin to remap it to something else.

This is pretty cool, though! I don't think I'm going to make the switch - KhasUltraLighting is mostly the same but I can use region tiles to block the light (so a light in one room doesn't make it easier to see through a wall and to the room next to it). But the in-game editor is super cool, and if it weren't for said region tiles, I'd probably switch over to this.
 

xep

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Screenshot_12.jpgHas anyone encountered this problem?
 

LazyTime

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ummm... I know this is old, but I got question, how you make event when the time reach for example 6 morning and then there are a cutscene I'm trying to make a game where the player have to survive until 6 in morning but since I don't know anything about the plugin can you help me a bit:rswt ? (Sorry for English )
Lighting and Time Editor v1.7.4
FeelZoR - Originally created by Level No Matter

Free to Use for both Commercial and Non-Commercial projects.
Credits not required but highly appreciated: do not hesitate to also credit Level No Matter (aka Sebastián Cámara).

You can find a more in-depth version of the TOS here.


Introduction
Seeing from the old post that the plugin had some bugs that needed to be solved and the original author seems to have abandoned it, I decided to continue it and share it with you.

This is a plugin that implements a Time System and a Lighting Editor (in game or with events).
You can make a lot of incredible light places with this plugin, and it can give a new dimension to your game!

Features
  • Possibility to enable or disable the Time System.
  • Possibility to change time whenever you want with simple commands.
  • Possibility to set a specific Tint into a map by putting a single line in the Notes: the Time System will be ignored.
  • Possibility to add lights by using the editor in game or with events.

Screenshots
This video has not been updated: it is the same than the one on the original post:

How to Use
To install the plugin:
  • Download the plugin on the given link and click the "Clone or Download" button, then simply click "Download ZIP".
  • Extract the contents of the img folder into the img folder of your project.
  • Extract the contents of the js folder into the js folder of your project.
  • The file ".gitattributes" is not useful for you, you can delete it.
  • Enable the plugins using this order:
    • LNM_GameEditorCore.js
    • LNM_GameTime.js
    • LNM_LightingTool.js
To add a light, you have two ways of doing so:
Using the In Game Editor:
Press TAB and then press over the lamp icon. Then select the type of light you want to add. You can drag and edit your properties at any time.​
Adding default lights from events:
You can create default lights by simply typing Torch, Bonfire or Ambient in the field “Note”.​

Adding custom lights from events:
Simply create an event and then in the field “Note” add the following line:​
Light(filename, scale, hue, alpha).addPulse(pulseMin, pulseMax, pulseSpeed).addFlick(flickIntensity, flickSpeed)
  • Filename: (string) Sprite used for the light, located in img/lights/
  • Scale: (float) Scales the sprite. (1.0 = 100%, 0.5 = 50%, ...)
  • Hue: (integer) Tint scale for colors from 0 to 359. For more information visit https://en.wikipedia.org/wiki/File:HueScale.svg
  • Alpha: (float) Transparency of the light, from 0.1 to 1.0
  • pulseMin: (float) Minimum scaling for pulse animation
  • pulseMax: (float) Maximum scaling for pulse animation
  • pulseSpeed: (integer) Speed for pulse animation
  • flickIntensity: (integer) Intensity for flick animation
  • flickSpeed: (integer) Speed for flick animation
You can set the default power status to off by simply adding .turnOff() at the end of the line.​
Examples:
Light(default, 5.0, 28, 1.0) - These are the settings used for Ambient lights.​
Light(default, 1.0,15, 1.0).addPulse(0.98, 1.02, 7).addFlick(1, 3) - These are the settings used for Torch lights.​
Light(default, 1.3, 28, 1.0).addPulse(1.1, 1.3, 15).addFlick(1, 3) - These are the settings used for Bonfire lights.​


Adding custom lights to enemies:
For battles, you may want enemies to hold a light. Simply do so by writing in the notes part <Light:yourLight>. Just replace yourLight with the same pattern than for event lights.​
Examples:
<Light:Bonfire>​
<Light:Light(default, 5.0, 28, 1.0).addFlick(1, 3)>​


Using the Player Torch:
You can activate or deactivate it using the switch set in the Plugin Manager. Default switch is #0001.​
You can also change it to use 4 different directions, like so:​
  • From the Plugin Manager, set the "Player Torch 4 Directions" parameter to true.
  • Note the value of the "Player Torch Filename" parameter.
  • Create 4 different files, all starting with the name set in the "Player Torch Filename" parameter, each followed by either "_2", "_4", "_6" or "_8". These will be for respectively Down, Left, Right and Up directions (same as the arrows on a numpad, if it can help).
  • All these files must have the .png extension and should be located in the img/lights/ folder.
For example, if you want to use the default image files provided with the plugin, set the "Player Torch 4 Directions" parameter to true and the "Player Torch Filename" parameter to "player_torch" (without the quotes). Run the game and see what it does!​
Light System commands:
For the following commands, light_id is the id of the light. It can be found in the In-Game editor on the top right corner of the screen. For event lights, the id starts with an e and is followed by the id of the event (without the first 0). For example, the light for event 0042 will have id e42.​
You can also select multiple ids. Specifying a-b as an id with a and b being integers will select all lights from a to b, inclusive. To select a range of event lights, just specify ea-b, with a and b being integers. Non-existing lights ids will be ignored without any warning.​
You can specify a list of ids with [id1, id2, id3], and you can use ranges in that list.​
For example, you can select 1-5 for lights from 1 to 5, e4-9 for event lights from 4 to 9 and [1, 4, e6, 9-13, e8-10] to select lights with id 1, 4, 9 to 13 and event lights with id 6 and 8 to 10.​

Light ON light_id
Turns on the specified light. The id can be found while creating or editing a light with the editor, on the top of the screen.​
eg: Light ON 1 will turn on the light with id number 1.​
Light OFF light_id
Turns off the specified light. The id can be found while creating or editing a light with the editor, on the top of the screen.​
eg: Light OFF 10 will turn off the light with id number 10.​
Light LIMIT time_begin time_end light_id
Turns on the specified light automatically during the set time.​
eg: Light LIMIT 22:30 5:30 1 will turn on the light with id number 1 between 10:30pm and 5:30am. May be useful for city lights, for example.​
Light HUE hue_value light_id
Changes the color of the light with the corresponding id temporarily (just in the current save) to the one specified by the hue.​
eg: Light HUE 120 4 will make the light with id 4 green​
Light HUE RESET light_id
Removes the temporary color of the light with the corresponding id and use the default light color again.​
N.B.: REMOVE can be used instead of RESET.​
eg: Light HUE RESET 2 will remove the temporary color of the light with id 2​
Time System commands:
Time PAUSE
Stops the time. Useful for cutscenes, for example.​
Time PLAY
Reactivates the time.​
Time SET time
Sets the game's time to a specific time.​
eg: Time SET 15:00 will set the time to 3pm.​
For retro-compatibility, Time SET 15 0 still works.
Time ADD hours minutes
Advances time.​
eg: Time ADD 2 15 will advance the time by 2 hours 15 minutes.​
Time SAVE hour_var minutes_var
Saves the current time in the specified variables.​
eg: Time SAVE 2 3 will save the hours in the variable #0002 and the minutes in the variable #0003.​
Time LIMIT time_begin time_end self_switch
Activates the specified switch only between time_begin and time_end.​
eg: Time LIMIT 6:00 13:40 A will activate the self switch A of the event calling the plugin command between 6am and 1:40pm.​
eg: Time LIMIT 22:30 5:15 C will activate the self switch C of the event calling the plugin command between 10:30pm and 5:15am.​
Tint SET red green blue
Sets the tint of the map to the specified colour.​
eg: Tint SET 255 0 0 will set the tint red.​
Tint SET tint_number
Sets the tint of the map with a tint from the configuration.​
eg: Tint SET 3 will set the tint with the 3rd tint in config.​
Tint REMOVE
Resets the tint to the time tint, or removes the tint if the time plugin is disabled.​
Clock MOVE x y
Moves the clock window to coordinates (x,y).​
A negative coordinate will keep the window at the same position on the axis.​
eg: Clock MOVE 0 700 will move the clock window to (0,700)​
Clock MOVE 200 -1 will change the horizontal position of the clock window to x=200​
Clock REL_MOVE x y
Adds x and y values to the current position.​
eg : Clock REL_MOVE 50 0 will move the clock window from 50px to the right.​
Clock SHOW [map/menu]
Shows the clock window in the menu or the map.​
If you don't specify which window to show, it will show the map window by default.​
Clock HIDE [map/menu]
Hides the clock window of the menu or the map.​
If you don't specify which window to hide, it will hide the map window by default.​
Clock TOGGLE [map/menu]
Toggles the visibility of the clock window in the menu or the map.​
If you don't specify which window to toggle, it will toggle the map window by default.​
Time System Notetags:
Your must use these tags in the Note part of the map you want to change.​
<Tint: Red, Green, Blue>
Ignores the time and sets the map's tint to the specified RGB color (Red, Green Blue). This is useful for darker dungeons where light is not time dependent, or houses, for example.​
eg: <Tint: 0, 0, 0> will set the tone totally black, ignoring the time.​
<Tint: CustomTintID>
Ignores the time and sets the map's tint to the specified custom tint, defined in the Plugin Manager.​
eg: <Tint: 7> will set the screen tone with the Custom Tone 7's value.​
Setting Default Time:
To set a default time when the player starts a new game, change the "Default Time" parameter in the Plugin Manager to the time you want.​
eg: Setting the parameter "Default Time" to 15:30 will make the game start at 3:30pm.​

Demo
Demo made with RMMV 1.5.2 with plugin v.1.4.1

Script
You can download all the files here.

FAQ
No FAQ yet.
Changelog


Credits and Thanks
- FeelZoR for continuing the plugin.
- Level No Matter for making the plugin.
- Xelion for helping Level No Matter translating everything.

Author's Notes
This plugin wasn't created by me: I only continue it after seeing such a beauty wasn't used because of some bugs. I'll try to make it better and correct all the bugs I find, implement new features and so on. Though I'll need some time to understand all the parts of the code written by Level No Matter.

Do not hesitate to report to me any bug you find!

Incompatibilities
  • This plugin may work with TDDP Bind Pictures To Map if, and only if you put the Lighting Tool below TDDP's plugin and you set the "Incompatibility Mode" to true. To do so, open the plugin manager, double click on LNM_LightingTool and change the parameter "Incompatibility Mode" to true.
 

raffle

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ummm... I know this is old, but I got question, how you make event when the time reach for example 6 morning and then there are a cutscene I'm trying to make a game where the player have to survive until 6 in morning but since I don't know anything about the plugin can you help me a bit:rswt ? (Sorry for English )
you can use the plugin command
Time LIMIT time_begin time_end self_switch
to activate a switch only between a specific time so for example you can do
Time LIMIT 6:00 6:01 A
This will activate self switch A of the event calling the plugin command at 6:00. You can have the cutscene run on self switch A
 

LazyTime

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you can use the plugin command

to activate a switch only between a specific time so for example you can do

This will activate self switch A of the event calling the plugin command at 6:00. You can have the cutscene run on self switch A
Ooohhh...thanks :kaoblush:
 

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