Monochrome until triggered event??

JayJayIsNotAJetPlane

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So, I have this idea but I'm not even sure if it could be implemented.

Would it be possible to have an entire area/map (maybe even the entire game) be playable in Monochrome unless a certain event is triggered, and then when event is triggered the colour pops back into the area/map/entire game?

Basically the idea I had was that the world was cursed to see only monochrome due to a jealous goddess who was heartbroken. In order to see colour you have to find your soulmate (Or well in the game you have to defeat a specific person) and once that is complete, you (or the entire world when entity is defeated) can finally see the world how it is, beautiful and alive with vibrant colours.
 

MushroomCake28

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Well, you can set the Screen Tint to make everything gray on the map (set the gray to 255). However, the menu will not be affected.
 

gstv87

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it'd require a bit of hacking into the system (to make the screen B&W as you enter the game), but yes, you can switch back to normal from the game itself.
 

JayJayIsNotAJetPlane

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Well, you can set the Screen Tint to make everything gray on the map (set the gray to 255). However, the menu will not be affected.
That's easy, menu won't be needed until color is found, as everything you'd need is done a bit differently. (Or I might just change menu colour in general)


it'd require a bit of hacking into the system (to make the screen B&W as you enter the game), but yes, you can switch back to normal from the game itself.
What exactly would it require?
 

gstv87

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I don't know the structure of the main menu from memory, but you need to tint the viewport or the individual windows by hand.
in the game, you order a tint, which tints the screen and everything under it.... the main menu doesn't have a screen object IIRC.
 

Kes

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Do the screen tint suggestion like this.
Each map has an event set to Parallel Process so that it runs before the map is visible.
It would look like this.
upload_2018-9-16_11-54-37.png
That would give you a monochrome map.
In the event which changes the world back to colour, you turn that switch to ON. From that point, the monochrome screen tint will not run. I have left the 'Else' branch so that if you wanted any particular map to have its own tint (which you're sure to) then you can.

This will not affect the map where the event is, as that map is already loaded. So after turning the switch ON you also have the command
upload_2018-9-16_11-57-26.png
 
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JayJayIsNotAJetPlane

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Do the screen tint suggestion like this.
Each map has an event set to Parallel Process so that it runs before the map is visible.
It would look like this.
View attachment 98346
That would give you a monochrome map.
In the event which changes the world back to colour, you turn that switch to ON. From that point, the monochrome screen tint will not run. I have left the 'Else' branch so that if you wanted any particular map to have its own tint (which you're sure to) then you can.

This will not affect the map where the event is, as that map is already loaded. So after turning the switch ON you also have the command
View attachment 98347

Obviously I can affect every map from the one branch right? I wouldn't need to make more than one C.B. (conditional branch) for more than one map?

I just wonder how many people will hate monochrome for like 50% of the game...unless they miss the person, in which case, 100% of the game.
 

Kes

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I'm not sure I've quite understood your question, so if my reply is irrelevant, accept my apologies.
You have 2 ways of doing this that I can think of.
1. Every map has its own conditional branch with that switch. This would be my preference for 2 reasons. I think it highly advisable to have as few parallel processes running constantly as possible. Lag and other problems make me reluctant to go down that route unless I absolutely have to. The second reason is that different maps will have different tints anyway. An interior house map will not have the same screen tint as a wood/forest or as a sunny world map or a cave etc. So I'd be doing this anyway. A copy/paste of the basic event to all your maps would take only a few minutes, unless you're up in the range of 300+ maps already done.
2. The other way would be to have a Common Event set to parallel process with that tint screen command in, but without the Erase Event command. You would need to put a Wait command in because obviously you don't need that command to be repeated 60 times a second.

As for your other question, what would the player feel about a monochrome game, something to bear in mind (imo). You would have to have top rate mapping skills to pull this off. Much of the visual clues of a map come from colour, (that small broken path leading to a place of interest, that bit of red sticking out behind a building is a treasure chest, the NPC in blue is the one who gave me the quest, etc. etc.) as does a huge amount of the visual interest. Your choice of tile sets and style must be done with a view to how they will look in monochrome for a sustained period.
 
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JayJayIsNotAJetPlane

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I'm not sure I've quite understood your question, so if my reply is irrelevant, accept my apologies.
You have 2 ways of doing this that I can think of.
1. Every map has its own conditional branch with that switch. This would be my preference for 2 reasons. I think it highly advisable to have as few parallel processes running constantly as possible. Lag and other problems make me reluctant to go down that route unless I absolutely have to. The second reason is that different maps will have different tints anyway. An interior house map will not have the same screen tint as a wood/forest or as a sunny world map or a cave etc. So I'd be doing this anyway. A copy/paste of the basic event to all your maps would take only a few minutes, unless you're up in the range of 300+ maps already done.

As for your other question, what would the player feel about a monochrome game, something to bear in mind (imo). You would have to have top rate mapping skills to pull this off. Much of the visual clues of a map come from colour, (that small broken path leading to a place of interest, that bit of red sticking out behind a building is a treasure chest, the NPC in blue is the one who gave me the quest, etc. etc.) as does a huge amount of the visual interest. Your choice of tile sets and style must be done with a view to how they will look in monochrome for a sustained period.
Ah, okay that's what I was asking. So I do need a C.B. for every map (Currently there's only 20 so it shouldn't be too bad after that).

As to your comment about the visual cues and needing to be amazing at mapping in order to pull this off. I'd disagree, least for my project. It's more of a story told through the lack of colours, and then the colour coming back if you find the NPC needed. The project is set up in a way where you don't actually want colour. (But unknowingly getting colour will reveal a few things). Did that make sense?
 

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