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CSCA Light Effects By: Casper Gaming (Casper667) Last Update: January 11, 2013 Latest version: 1.1.0 Introduction Allows you to create lights for you game. Not as advanced as light system's like Victor's or Khas' light system. Comes with 12 preset light effects that are made to replicate the light effects of Thomas Edison VX, however you can easily create your own effects as well and even use different images for each light! Features - Easily customize and create light effects. - 12 preset light effects. - Turn lights on/off in game. Updates version 1.1.0 - Added ability to make lights not dependant on a switch. - Added ability to alter light Z values Screenshots How to Use Place in your materials section. Setup required. Instructions in script. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK Demo can be found here: LINK Light graphic: LINK (Light Graphic is from original Thomas Edison VX script and not made by me). Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/
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Is there a way to make my screen flicker?
spookyvibes posted a topic in Editor Support and Discussion
In my game, the player enters a dark room and picks up a lantern. After she picks the lantern up I made the screen tint so that it's lighter, but I was wondering if there was a way to make it so that the whole screen flickers? I'd prefer not to use a script but I will if theres no other option, I'll just need a very detailed explanation on how to use it since I'm a total noob with scripts haha -
I'm back for another around of head scratching Q&A. This time around, I'm hoping somebody can point me to, or assist me, in locating and/or creating an event for a hard light bridge. What I'm attempting to achieve is a bridge made of light for a sci-fi game. When the bridge is first activated when the player enters the room, I wanted the bridge to manifest and then shoot across the level before solidifying. I've attempted this a little the other night, with varying success, but ultimately would require a tremendous amount of switches. I was wondering if anyone has done this before and knows of a way that is much simpler. (I'm probably over complicating this). Furthermore, I wanted the bridge, after forming, to do a little shimmer of light for added effect. Maybe make noise when the player steps on it. Thank everyone for taking the time to read through this and respond. It means a lot.
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I was wondering if there is a script already out there for specific characters in the game that the player plays that will heal with either light or dark. For clarification, one of the playable characters is supposed to regenerate health by sunlight. The other playable character regenerates by darkness. Is there a script out there that I can use that deals with this, or am I going to have to throw down a lot of Events?
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*Edit: With this I am using Victor Engine - Basic Module v1.20 I recently learned how to use Victor Sant's Light Effects and I thought everyone could use it. I only know the Event Light effect at the moment and will post more in the future after I learn them. Now for the tutorial. Find and download Victor Engine - Basic Module This is a must. Then download Victor Engine - Light Effects This is necessary for the lights and comment call to work. Place these two new scripts in your scripts below material and above main. From Victor's website or somewhere else download the Lights folder. This folder contains all the graphics for the lights. Put this folder in the graphics folder of your game. Edit: To get the folder of your game simply start the editor with your game and click on the Game tab and click Open Game Folder. Go to a map that you want lights in follow these steps. 1. Create an event. I call this event the control event for later reasons. 2. Set the event trigger to parallel process. All light events must be set this way if you want them to work in the "background". 3. In the code of the control event pick "comment". 4. For me the control event created my shade. Shade is what makes the screen darker. 5. In the "comment" of step 4 type this: <create shade> opacity: (0-255) Comma Here. Pick a number in this range. The larger the number the darker the shade. blue: (0-255) Pick a number in this range. The larger the number the more "blue" the shade will be. This can be green, blue, or red. This is also optional. I changed my colon to a semi-colon. </create shade> 6. Now you have your shade. You can continue on from here or create another event for your lights. 7. The lights. For now just going to explain the light events. 8. Just like the control event, the light event (which can be the control event too) is also set to parallel process. 9. The comment code is a little more complex than the shade code, but nothing to frown at. 10. Here is the code: <event light> id: 50 Comma Here (This is the light event id, not the event id! I started at 50. This may not be what the starting number is but it works for me.) (Every light event on the same map must have different id's. I made mine in a counting order.) index: (This is the event id. It can be found in the top left corner of the event. For example, 004 is 4.) Comma Here name: (This is the name of the light graphic found in the light folder at Graphics/Lights. For example, "light" or "lantern_down") (All the image names here must be enclosed with quotation marks.) Comma Here opacity: (0-255) Pick a number in the range. The larger the number, the brighter the light will be. </event light>
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I created a GoFundMe account to raise money to support all the money that goes into making video games. Not just this one but many more in the future that I plan to make. The money also helps me pay my bills so that I may focus full heartedly on this production. Support me on GoFundMe: https://www.gofundme.com/ztxyc8
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Sorry I didn't tell you guys before but I went to Florida for a vacation so I really didn't get a chance to update my blog frequently. But I had some time to work on the History of FosGi and it is now up to date with the current game I am making. I will upload the document as soon as I get a chance to figure out how to do so from google docs. P.s. The history I Wrote can be the grounds for more games in the future. There is a crazy war called the Death War. At this time, Queen Dekelena was in power when the undead crossed the ice bridge in the Frost Age from Diamon to Forister. She trained an army of elite soldiers to fight off the undead. The Queen also gained access to magic from speaking with the jarl in Arisia which is the town where they discovered magicks.
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This is my first VX Ace tutorial which simply came into fruition by not already existing and the frustrations I went through myself going over other tutorials which while not bad, were just simply lacking in information for what myself and many others wish to achieve: Simple Lighting Effects like the ones shown below . -without the use of Scripts -how to make them -how to implement them. Now, there is already a decent bit of documentation on simple things like this but again, it's spread out in bits in pieces across the web so I've created my own tutorial that shows the entire process from start to finish with added tweaks, tips, lighting practices, and methods to get the most out of simplicity (sound complicated lol. It's 1a.m. ....i've had a lot of coffee). Step 1: Creating the images to be used for your lights. You will need an image editing software such as Photoshop or Gimp (I prefer Photoshop so this tutorial will be using Photoshop images/hotkeys but just apply the same methods in a different program and you should get the same results). In Photoshop create a new document (ctrl + N) set the Width to 333 pixels and the Height to 484 px. Next go to the View drop down menu and choose Rulers. Drag rulers onto your document from the Top and Left side rulers to set up a template like this: Each square section will be a Light Radius, the number of segments (from Left to Right) will determine the complexity of flickering light effects (Candles, Lamps, Torches, etc.) but i'll get into that a little further down. Duplicate your base layer 2x (ctrl+j), Select the 2nd layer, get your Paint Bucket Tool and make the background of Layer 2 Black, this will provide a contrast for your to work with so you can visually see the fall off radius of your lights. Step 2: Select the Elliptical Marquee tool and make a selection (holding Shift keeps the marquee uniform) of a single square on your template. Select the Gradient Tool, Set the type to Radial Gradient, and make it's fill type "Foreground to Transparent". Set your Foreground color to whatever color you would like your light to be then inside your Marquee Selection place your cursor in the center of the circle (sometimes slightly above), hold shift and left click + drag down slightly outside the bottom of the circle, this will fill it with the Gradient. At this point you should have something like this: While you technically could stop here (without the black background of course, needs to be transparent) and have a semi decent looking light, Lighting is such a beautiful and critical aspect of a game and it can completely change the mood, tone, atmosphere and many other factors of a scene so we are going to polish this up. Step 4: Next, Select your Filters drop down menu, Blur, Gaussian Blur and set the px from about 6-10px. MAKE SURE YOUR MARQUEE IS STILL THERE WHEN YOU DO THIS. If it's not and you blur the light, the color may run to the edges of the image which will cause your lights to appear square and not circular. Note: The more blur, the softer the light. Try not to go crazy with blur in your image editor as there are easy ways to tweak the softness of the light in RPG Maker, but for arguments sake, More Blur = Softer Light. That's it as far as a static light goes that will not flicker or animate. Animated Lights/Flickering Effect: This is really just a couple more steps and some repetition of the previous process with just a few simple editing rules to keep in mind while creating your lights. 1. RPG Maker reads the image sheet from Left to Right so your softest light will be at the left and the brightest at the right. 2.Logic from step 1. Flickering Lights should be ordered softest to brightest within their color range. This allows a smooth natural looking flicker/transition between the contrast tones without the player noticing any sharp ugly rapid changes in color. 3.Color Range should make sense. Let's use a candle as an example with the above template. You would have a very soft orange tone/color in box 1, a little more orange saturation/hue in box 2, then more orange/red-ish tone in box 3. Color spectrum of a light is a noticeable thing to say the least. If player walks in and your candle goes from orange to red in 1 flicker, they will notice lol. 4. THIS IS IMPORTANT: Make each Light on the grid on it's OWN LAYER ,(ctrl + shift + N for New Layer) this will save you tons of editing grief when/if you need to adjust the tone of a light. Failure to do so can result in rage inducing headaches. *CaptElfimis is not responsible for any actions a user takes during a rage inducing headace for failure to follow instructions. Once you are finished creating your lights and you are satisfied with them, delete the layer with the black background. Save your Light/Light Sheets as $Lights or whatever you want to name them as long as it has $ as a prefix and file type as .png (or atleast that's what I used, feel free to correct me if there is a better file format, I'm fairly new to this). Open your RPG Maker VXAce project, go to your Resource Manager (F10) ) Then choose Graphics/Characters Folder (That's where I put mine anyways, organize ya own mess) and Click the Import button: Choose your file and once it's imported, select it and hit preview to make sure the image appears correctly. If it did then you are free to use it as a graphic for your lights Making them work: For static lights such as lights from a window or source that will have no variation (flicker) you just simply need to follow these steps: Create New Event (Name it....for the love of god...name your events) and set it up like this: Choose your graphic Untick Walking/Stepping Tick Direction Fix/Through Priority ABOVE Characters (ignore where it says Same as Characters in that image....i need more coffee) Trigger: Parallel Process Movement Type: Custom, click move route, and add Change Blending -> Add. For a Flickering light source, follow the same steps as above but change the following: Tick Walking/Stepping Speed: Fastest Freq:Highest And Viola! Beautiful and subtle lighting effect, no scripts, no hassle. Once you get the hang of creating your own Lights, it's really a fast process to create and implement more sheets to have varying color ranges and light sources. I may in the near future just create a nice set of Light Sheet Graphics depending on demand. Tips/Tweaks: -Add Tints to your scenes that use lighting to adjust the overall light appearance of the scene. This can vastly effect the quality and atmosphere of the lighting. -If your lights appear a bit harsh/bright in game, go to the event and edit the custom move route and change Change Opacity, tweak this until your satisfied. -You can achieve Light Rays for outdoor lighting as well using this method (I'm working on that now, possibly a future tutorial depending on demand) -Experiment with a broad range of colors and light environments. I would make a map solely for testing/editing lights. -Pay attention to Shadow Placement if you really want to get the most out of your lighting. -Make sure your lights make sense. Bright Yellow/Orange lights from the sun shining through your window at night would look rather silly and break immersion for the player. -Study lights and how the interact with environments, search the web, your own home, etc. This can give you excellent perspective to work from. If you have any questions/comments or feel like I missed something, please feel free to say what's on your mind. Capt_Elfimis
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STORY: The story of Dying Light is kinda like your typical zombie stories where it begins with an infection of a unknown virus or pathogen but Dying Light made a good version of their own with their story presentation. You start as a man named Kyle Crane who`s mission is to retrieve a stolen file inside a zombie or should I say "Infected" filled city called Harran where in a mysterious pathogen infected most of the population. Sounds boring on paper but the real fun starts when you get to meet the cast of Dying Light and as well as the part where you do the parkour stuff which is really fun. Believe me, the story is really good and interesting but somewhat predictable for some people who plays zombie games or watch zombie related movies and stuff. GAMEPLAY: The gameplay of dying light is rather similar to Dead Island but with alot more tweaks and new stuff like the game`s famous feature: parkour. As Kyle Crane, you travel throughout the city of Harran with your awesome stunts, slides, jumps, rolls and climbs but that`s not where the exciting stuff happens. The game has a system (Not completely new to the gamers eyes but... ) called Day/ Night System where in at day, you are the hunter. The zombies walk slow and they seem to be quite inactive most of the times (unless you made a sound which attracts them) but when night falls, that`s where those crazy things happen. At night, the zombies become much more formidable, the are faster, they can climb, they can run, they can call the others to help them eat you. Not only the regular biters become stronger, certain zombies also appear at night and one perfect example is the "Volatile" or Nightmares which the locals call them. These "Volatiles" are much more stronger than your regular ones and once they spot you at night, prepare for a run for your lives. Dying Light also implements an RPG styled mechanics such as the Skill Tree System where in you can invest points earned through three categories (Survivor, Agility and Power) to enhance Kyle`s abilities. The game also features a crafting (weapons have durability...) and weapon ranking system where in you can craft your own items and equipment as long as you have the materials to spare. The controls are tight and it might take a while before you get used to it but it`s worth every second since you`ll be enjoying your time in Harran with all the things you can do such as Side Quests, Challenges and Co-op. MUSIC: Dying Light`s music is one of the best in my opinion. It really fits the theme and it gives you that atmosphere you need to feel in certain events and locations. FUN FACTOR: Running, jumping and climbing for your lives solo or with a friend is truly an enjoyable experience especially if you attracted those "Volatiles" at night just to have some fun. Dying Light is a really fun experienece whether you`re playing solo or with a friend (Which doubles or triples the fun) with all those zombie bashing, hacking, kicking and punching. The Open world city of Harran is also fun to explore and there are alot of easter eggs to discover. The "Be The Zombie" mode (thank God they added it to all the game copies) is another fun experience but also frustrating at some points since it is competitive and challenging. In "Be The Zombie" mode, you play as a super powered spider man like zombie and you invade other people`s games (when their game is at night time) and try to kill them (10 times, doesn`t matter who) before they destroy 5 of your hives. And if you`re playing as the humans and someone invaded your game, you need to destroy the hives and prevent the "Night Hunter: (The super powered spider man like zombie) from killing you or your co-op buddies to win. So far, Dying Light is FUN in some ways and also frustrating at times but so far a very good game especially with friends~ REPLAYABILITY: Dying Light offers 50+ hours of gameplay (If you did all the challenges, side quests, collectibles and exploration) but the fun does not stop when you cleared everything. You can either do the "New Game+" mode where in you start over with all your items and skills intact but the zombies are now much uhhh.. healthier... (more HP) to challenge yourself or do some co-op modes such as the "Be The Zombie" mode or those random co-op objectives that pops out if you`re playing with your co-op buddies in Harran. DLC`s can also extend the experience (which I hate because some important things on the DLC should be included in the game in the first place...) like the upcoming 3 DLCs which is bundled into one Season Pass. SCORE: 8 Cats out of 10 Pros -Parkour~ -Zombie bashing is fun -Smooth gamplay and tight controls -Decent Open World Size (Harran is quite big) -Day and Night changes the game`s atmosphere effectively -Cool weapon upgrades and crafts Cons -Predictable outcomes -Some missions are frustratingly hard -The Zombies/ Infected seem to act quite weird on some points -Weapon Durability, once your fully upgraded uber powered weapon breaks. It`s goodbye weapon...
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In my game I've chosen to use a lighting script (Khas Awesome Light). I don't plan on using the effects on every map though, just caves, abandoned ruins, and general 'dungeons.' I don't plan on using light effects within the buildings in towns either. I'm not using parallax maps (except maybe a few on some of the important building exteriors), most every map will be within the maker using custom tilesets. I'm having trouble deciding how dark I should make the run-of-the-mill dungeon however. Some of them will be cramped passageways while others will be more open. This is the first example I have, the brighter version: This is the second example, the darker version: Keep in mind, the maps contain enemy events to initiate battle, not random encounters. This particular dungeon has tighter passageways so avoiding the enemy events will be difficult no matter the lighting level. However, avoiding enemies will be easier on the more open maps. So do you prefer the brighter or the darker version? Or does the brighter version maybe need to be even brighter? I'm interested in hearing all thoughts on the matter.
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Hello world! This is my first ever blog entry, so hey guys... if there's anyone who would read this that is. Well, I better introduce myself by first saying that I have a strong interest in 3D animation as that's where I want to be in the future and so for anyone interested, here's some of that stuff - http://www.youtube.com/user/Flyingfoxenator Anyway, back to rpg... I just recently got VX Ace and joined this community so on my profile I'm classed as a newbie, yay haha. ...buuut I have had experience with the previous versions as well and I must say that Ace is such a huge and awesome improvement, thankyou so much Enterbrain So of course I've been playing round with all their new features (yea I know, it's like a year old now, but new to me anyway). Everything about this program is just mouth wateringly good :'D Then after coming on here, I've just been looking up all your guys awesome scripts. Still haven't quite played round with those yet (also please don't mix me up with a scripter... sure I understand it, but I can't write any myself... yet). One of them was Khas Awesome Light Effects script (http://www.rpgmakervxace.net/topic/1003-khas-awesome-light-effects/?hl=khas) Now for some reason I looked at it and thought meh, then carried on. Later on, I saw some images on deviant art on lights and saw things I hadn't even seen or thought of before that would now change the way I use RPG Maker. I had always avoided night scenes, probably because I couldn't get the lighting to look as good as it did during day. but after seeing these images, I figured I would first draw out the scene in RPG Maker, then printscreen and edit in photoshop to transform it into night. So that's exactly what I did for my first test below. I then created a tile set out of that. Which technically is just that image spread across the space of a tile set. and during the process of this, I looked back at Khas Lights, and just realized how awesome they really are... so yea, I can understand why awesome has to be in his title lol. Just the way the shadows move is incredible, thanks Khas! So just thought I'd post the demo. Enjoy guys, I really hope you give this a go as you probably won't regret it haha - http://www.mediafire.com/download/30sjy2uuph2tbu5/Project_Day-Night_Demo.exe If there are any major glitches or anything in the game (as this is my first post of uploading a game etc.) please do tell ...especially because those doors are quite messy, event wise. Also, I know this probably isn't the place for requests, but if anyone actually does have any requests, please give me yell as I might just be able to help. I can do everything in this program but scripting and composing music/sound effects. Credit All the script credit goes to Khas. Also all his lights in that folder and used in the demo are his. - http://arcthunder.site40.net Everything else was created by me. You can do whatever you want with this (not sure what you would do with this, but hey) ...just credit me if you can be bothered, I would appreciate it, thanks. Enjoy
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At the start of a game my character appears in a small dungeon, and I want it to be very dark and I want the torches on the walls to light up the room. How do I do that?
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Hello everyone! Basically, I'm trying to find a way of making an Enemy Event check it's proximity to another event. In context: Enemy spots player and initiates chase. (There are many wonderful scripts for this.) Player drops a flare (a parallel process event which I have made that is tied to player location and stored within two variables for the duration of the flare before being set to 0). The Enemy Event checks it's own location against that of the Flare Event and flees in the opposite direction before reassuming random motion. I have considered trying to achieve this by creating a set of Enemy X and Y variables for the Enemy Event, tying it's location to them, subtracting them from the Flare X and Y and checking if the difference of either is less than or equal to a given set of tiles. However, this would require me to generate a new set of variables for every new enemy which is clearly going to get very confusing very quickly should I wish to go a bit mad on the number of enemies. Can anyone think of a better/more efficient method of achieving the same goal? Thank you for your time!
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Hello all. This here blog if for my custom made Final Fantasy Title Screens. I will soon be taking requests after like the 6th or 7th title screen I make. Here is one I made for FF XIII. One is for your desktop, specifically one that has a resolution of 1600x900 px. The other is for the RPG maker vx ace program which is 544x416 px. Well... Here you go. Please leave comments and let me know how I did. Thank you. Also, if you're going to use, please give credit. Thanks.
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Here is a Final Fantasy Title Screen that I made for people who like to make final fantasy spin off's or slash remake a Final Fantasy game... Leave comments if you'd like and let me know how you did. Thanks. Also when use. Please give credit. Simply because I worked on this... Thank you and have a nice day. :3
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This is a vary simple custom title screen for people who want to make spin off's of the Final Fantasy franchise. Well.... Here you go...