I have a problem with this tho, I wanted this only for specific maps, but it seems to be stuck on all of them, it makes the bright scenes and maps gloomy looking how do I fix it where I only allow it on certain maps
- Is there a way to change the Z value for each shadow/light as we choose like the modern algebra Fix Picture script? Can you add that feature? That would be neat :3
- For whatever reason I get a setup error ("Script 'Game_Interpreter' line 1411: NoMethodError occurred. Undefined method 'setup' for nil: NilClass") after inputing this code
shadow("Basement").setup("Basement_S.png")shadow("Basement").set_pos(0, 0)shadow("Basement").set_origin(0, 0)shadow("1F").setup("1F_S.png")shadow("1F").set_pos(0, 0)shadow("1F").set_origin(0, 0)shadow("2F").setup("2F_S.png")shadow("2F").set_pos(0, 0)shadow("2F").set_origin(0, 0)shadow("Outside").setup("Outside_S.png")shadow("Outside").set_pos(0, 0)shadow("Outside").set_origin(0, 0)I thought the problem was because of the name file but that doesn't seem to be the case Any ideas?
Yes I have changed the way tint works when using lights in my script, but we're not supposed to see the difference.
It seems that I have a bug in my formulas when using gray value, I'll check out what I can do to fix it.
Btw the normal expected result of your tint settings is what you have on your second screen.
Has anyone been able to figure out how to resolve the problem with this script and parallax mapping with secret passageways? The bit that is dark colored and not being lit up is an overlay picture that covers the hidden passageway, and is retaining its tint causing that awkwardness below..
I think in the pursuit of making the game look and sound custom, we never really start making a game. Finish the game first using all necessary plugins (with placeholder assets), then replace it with the real ones.
I haven't finished a game, but I try this method. Progress seems to be faster.