Discussion in 'JS Plugin Releases (RMMV)' started by Terrax, Nov 5, 2015.
Ofcourse, would a plugin-parameter be sufficient?
everything great now...thanks
@Terrax I'm having a problem that terrax lighting isn't working with the srd_fullscreentoggle plugin it seems that tarrax lighting only workes on a small part of the screen
@jm_gamemaking Have you adjusted the screensize in the plugin?
Try increasing the parameters Screensize X and Screensize Y to your fullscreen resolution values.
yes i have im running pixi and ive updated all the pugins
When you install the plugin you can set the ScreensizeX and ScreensizeY in the plugins parameters. If you screen format is different from the
default you should adjust the screensize there.
Hi again Terrax, I haven't been keeping an eye on this topic since it's mostly consisting of bug fixes- I was wondering to ask what new features and things you plan to install in the next plugin update.
Not very buzy with the plugin currently, mostly because i just moved my computer stuff to a new room and i'm still working out the network issues.
I'm buzy with changing lightsource colors.
One part is done, you can change a lightsources color with a plugin call.
Next in line is lightsources that change colors automaticly on a preset cycle.
The tag is will look something like : lightcycle 300 #FF0000 100 #FFA500 25 #00FF00 100
That will change the light with radius 300 from Red (10 seconds) to Orange (2.5 seconds) to Green (10 seconds).
@Terrax For example in this mode, just like yanfly
Really looking forward to that update when it's ready.
I'm closely examining the plugin to implement a day night cycle in my project- having the game perminately dark will get annoying and I wish to have the enviroment change along with the day settings so that appropirate missions and events can only be occured on certain times. Does the day night cycle have any connection to Orange's time plugins? I'm having difficulty installing that plugin and getting the various events to function along with it also.
I'm struggling to find an answer to this one:
How do I toggle the player's light radius and color in-game? I.E, the character picks up a lamp or casts 'light' etc?
Your pluggin seam great, but it's didt work at all on my game. I tryed to desactivat all other plugging without success. Only one plugging that I can't desactivate without getting an eror: Path_finder. I dont think it's related.
Over a windows i create an event, i put in tag: Light 250 #FFFFFF
Pluggin was activated but not the second plugging TerralightPixi3 becaus he create an hallow over the event and what I want it's to mak evnt create light, not darken the border of the map.
Any idea what is my mistake?
I also want the light only when a variable was with a certain valu but I guess I will be able to work around this one.
A tricky one, my wall got 2 tiles tall, my windows was in middle of it. So I can't put an event at the exact windows location.
Thy hav a way to add a decay for the light seem to came from the windows?
I got an error UNdefined is not a function trying to use your demo.
I just update prg makre to 1.3.4(I was using 1.2) but keep same error.
New version (1.4.4) now available
1) You can change the option menu-entry language in the parameters of the game.
2) You can change lightsource colors with a plugin call.
I tried to change note-tags, but the game won't let me and bugs out, so i had to find another way.
You can only change the colors of lights that have an id.
So if you define a light with 'Light 100 #FFFFFF 1'
Then turn it on in the game with 'Light on 1'
Then you can change the color of all the lights with id 1 with plugin call : 'Light color 1 #FF0000'
Reminder : If your using a lot of lights that can be turned on and off by switches in your game, the game
can slow down in the long run. You can prevent this by clearing the switch-list at certain stages in your game.
Use plugin call : 'Light switch reset'
You don't have to clear them every map, but every game has certain progression levels where players cannot go
back to the older area's. That would be the place to clear the list.
The daynight cycle is indepentent from the orange time plugin, it works fine on its own but doesn't have a fancy clock display.
Plugin call : Light radius 500 #FF0000
You only need 1 plugin, do not install the Pixi3 plugin, its for older games (i will take it out next patch, because it only causes confusion)
My plugin will always create a dark layer, thats the way it works, but the darkness of the layer can be set with the 'tint' plugin call.
Remove the pixi3 plugin, and see if the error persists, if it does persist press F8 and post the text in the forum.
I don't know what this is referring to.
Um tried to this but the game crashes with this error:
Cannot read property 'apply'of undefined. I might need further instructions on how to do this properly.
Also noting that I'm trying to see if I condense light colour changing events in themselves rather than relying on an event doing it in the background?
There is an option the the game menu to turn the lighting effects on and off. It reads 'Lighting effects'. Somebody asked if it could be changed
in the game to support other languages.
Can you press F8 and show me the line that creates the error?
The next update will have a new option to create a tag that cycles the colors automaticly, still working on that.
I hope this can help you. Might have to right click 'view image' to get the full size.
I love that, will make things easier and condensed.
Hmmm.. thats a error generated by Pixi (the graphical renderer). What version of RPG maker are you running?
I got no error message at all now. Just do nothing. Let me explain, I just activate the pluggin, put an objet with Light 0 #FFFFFF in corect place.
My map was not dark. Any reason why it's didt work?
Your demo work now, but all your map was dark, i look your code but i didt see where you set them to be dark.
View attachment Screen 01-19-2017 15-19-50.avi
You need to give the light a radius.. radius 0 doesn't do anything.
If you want a completly dark area with no lights use 'Light 1 #000000' instead.
If you want lights use 'Light 100 #FFFFFF'
I tryed to put Light 1 #000000 or Light 100 #FFFFFF instead but that change nothing, no visual change.
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