RGSS3 - Colors?

Milena

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I am aware of Tsukihime and Soulpour's Flashing of Tiles where you have the tiles flash down per region or per tile, but I have a similar question to ask the scripters. Is individual coloring possible in RMVXAce through RGSS3? Now don't get me wrong, this is not the hue and saturation where you change the color of a certain pixel, but rather put a color to a certain tile but keeps the others with different color.

To illustrate what I mean, I have here a tile, for example:



As you can see on this example, it is plain. What I wanted to do is to execute something like this:



Now you might say: 

"Put a picture and an event that follows the character, that would work"

"Create a picture then make sure it runs on a parallel process that takes the x and y of the character"

I would like to say I tried it and it sucks. What I am asking for as an answer is that say I changed the screen tone of my game, I would like to still retain that tone blue and red on the characters, kinda like a light.

Thanks for those who would explain this to me kindly in code ^^
 

Meridianbot

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Why dont u change the charactersheet itself? It would be the easiest way or i did not undestand what u want.
 

Milena

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Why dont u change the charactersheet itself? It would be the easiest way or i did not undestand what u want.
Like I said in code... I want to learn how to make my own LIGHTS and COLOR.
 

Zetu

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Could you provide a link to the script?

Also, instead of text_color(?), you can use Color.new( R,G,B )
 
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Milena

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Could you provide a link to the script?

Also, instead of text_color(?), you can use Color.new( R,G,B )
What I showed you in the pic is still a theory since I have no idea where to start... :(
 

Zetu

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I don't know how much you know about scripting, so I'll start broad, and expand if you need certain steps explained.

1. Create a .png image of the "glow".

2. Create a new Sprite class (I'll call it Sprite_Glow for this)

Make sure the constructor for it is "initialize(character)", and store character as an instance variable.

3. Add the new sprite as an array in Spriteset_Map. (Make sure you have the required update/dispose methods called from that class)

Add one for each Game_Event/Game_Player/ect. that you want to have a glow.

4. Create an update method in Sprite_Glow that does the following...

Corrects it's position based on @character.screen_x, @character.screen_y.

Update filename (if you use a different file per glow color) AND/OR sets a new Tone.new

Update opacity (so you can hide/show/soften the glow) (You can use self.opacity = X, or create a new method for Game_CharacterBase and its supers for def glow_opacity, and use @character.glow_opacity)
 
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TheoAllen

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4. Create an update method in Sprite_Glow that does the following...

Corrects it's position based on @character.screen_x, @character.screen_y.

Update filename (if you use a different file per glow color) AND/OR sets a new Tone.new

Update opacity (so you can hide/show/soften the glow) (You can use self.opacity = X, or create a new method for Game_CharacterBase and its supers for def glow_opacity, and use @character.glow_opacity)
Just a little note that if you're going to update the position based on character screen_x / screen_y, that would be placed mid-below of the character. You should adjust them manually if you want the glow sprite placed in center of the character
 

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