I was thinking of a loading screen when you start up the game.
The situation may be that you are missing an issue in your script. Without the concrete script we can guess and try to help you with the problem solving.
The script simply allows for unlimited parallax's to be displayed. the code is fairly simple. Just creates a plane that shows an image and loops it.
I should possibly mention that I have created a new game object (wrapper array) called $D13x_FOG, this is connected to a class created to store the required data from each fog setup within the customization of the script.
The script itself works fine, its just a small decrease in lag when the screen is shown.
I have provided the main parts that create the image(s)below:
Code:
#==============================================================================class Plane_FOG < Plane #============================================================================== #----------------------------------------------------------------------------- # Initialize #----------------------------------------------------------------------------- def initialize(fog_id) return unless fog_id != nil return if $BTEST super(nil) @id = fog_id name = $D13x_FOG[@id].name self.bitmap = Cache.dfog(name,0) initialize_values update end #----------------------------------------------------------------------------- # Initialize Values #----------------------------------------------------------------------------- def initialize_values self.z = $D13x_FOG[@id].authority self.opacity = 0 end #----------------------------------------------------------------------------- # Update #----------------------------------------------------------------------------- def update return if self.disposed? self.opacity = $D13x_FOG[@id].opacity get_position_update end #----------------------------------------------------------------------------- # Get Position Update #----------------------------------------------------------------------------- def get_position_update self.ox = $D13x_FOG[@id].x * 32 + $D13x_FOG[@id].x_move self.oy = $D13x_FOG[@id].y * 32 + $D13x_FOG[@id].y_move end #----------------------------------------------------------------------------- # Dispose #-----------------------------------------------------------------------------# def dispose# super# end end #==============================================================================module Planeset_FOG#============================================================================== #----------------------------------------------------------------------------- # Create Fog #----------------------------------------------------------------------------- def create_fog @fog_size = Deki_FOG::Setup.size @fog = [] create_fogs end #----------------------------------------------------------------------------- # Create Fogs #----------------------------------------------------------------------------- def create_fogs return unless $game_map.has_fog @fog_size.times do |i| @fog[i] = nil @fog[i] = Plane_FOG.new(i) if $D13x_FOG[i].active #,:type_a) end end #----------------------------------------------------------------------------- # Dispose Fogs #----------------------------------------------------------------------------- def dispose_fog @fog_size.times do |i| next unless @fog[i] != nil @fog[i].dispose @fog[i] = nil end end #----------------------------------------------------------------------------- # Update Fogs #----------------------------------------------------------------------------- def update_fog @fog_size.times do |i|# next unless @fog[i] #!= nil if $game_map.has_fog if $D13x_FOG[i].active @fog[i] = Plane_FOG.new(i) if @fog[i] == nil $D13x_FOG[i].increase_opacity @fog[i].update if (@fog[i] != nil) else $D13x_FOG[i].decrease_opacity# -= 1 @fog[i].update if (@fog[i] != nil) if ($D13x_FOG[i].opacity <= 0) && (@fog[i] != nil) @fog[i].dispose @fog[i] = nil end end else if (@fog[i] != nil) @fog[i].dispose @fog[i] = nil end end end end end #==============================================================================class Spriteset_Map#============================================================================== #----------------------------------------------------------------------------- # Included Modules #----------------------------------------------------------------------------- include Planeset_FOG #----------------------------------------------------------------------------- # Alias List #----------------------------------------------------------------------------- alias :initializefogg :initialize alias :disposefogg :dispose alias :updatefogg :update #----------------------------------------------------------------------------- # Initialize #----------------------------------------------------------------------------- def initialize create_fog initializefogg end #----------------------------------------------------------------------------- # Dispose #----------------------------------------------------------------------------- def dispose disposefogg dispose_fog end #----------------------------------------------------------------------------- # Update #----------------------------------------------------------------------------- def update updatefogg update_fog end end
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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