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Slide Effect (VX-Ace) v1.3

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Slide Effect (VX-Ace) v1.3 by Jester and OriginalWij

special thanks: 

 diamondandplatinum3 for being an awesome guy. CHECK OUT HIS SCRIPTING VIDEOS!

helpful feedback: 

 KilloZapit, Tsukihime, estriole, Chigoo and The Guardian

 

Version History:

18.FEB.2013 -> 1.0  -> Initial Release

09.MAR.2013 -> 1.1  -> Compatibility Improvement and Fixes

12.MAR.2013 -> 1.2  -> Added Compatibility-options to the Customization section

14.MAR.2013 -> 1.3  -> Picture and Balloon fix! And more supported Scripts

 

Features:

Slide-Effect when transfering, just like in the topdown Zelda games.

It is originally designed as addition to my Script: Map Edge Transfer.

 

This Script is semi-Plug'n'Play and has optional Compatibility fixes.

Take a look at the Customization section.

 

Bugs:

(no known issues)

 

Conflicts:

Victor Sant's Light Effects <- Seems nearly impossible to fix =<

I am fine with Compatibility fix requests if you say "PLEEAASEEEE!!!"

 

Screenshot(s):

jspz3od.gif

 

Script:



(Link to the Map Edge Transfer Script in my signature)

 

Supported Scripts (take a look at the Customization section!):

SES Dynamic Time (Clock extension)

XAS HUD

XS Variable HUD

XS Alignment HUD

Modern Algebra's Hover Alert (Caution: Overwrites a method)

falcao's Pearl v2 "Life Bar"

falcao's Pearl v2 "Skillbar"

 

Terms of Use:

-Free to use in uncommercial projects

-Credit me if you feel like it

-CREDIT OriginalWij !

-Have a nice day

Edited by Jester

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Thanks  :wub:

 

Actually this and map edge transfer are scripts I really missed for VXA, so instead of making a request that probably won't get heard (as there have been several requests already), I chose to learn scripting and luckily DP3 (hi :>) started his video tutorial series pretty much at the same time. Also a significant part of the Slide-Effect is based on OriginalWij's technique. (namingly the spriteset/tilemap control which I had no clue about whatsoever)

 

Long story short, I am glad you like it.  :)

Edited by Jester

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Idk why,but I find that gif hilarious  :lol: anyway very nice script.

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thanks :)

Just looked at the script. I'm surprised it is very simple.
Have you worked on a continuous map script?

I've been surprised, just like you. :)

You mean like multiple maps sticked together with a fluent transition? I have seen a request for it, but thought that it would be quite a bit too hard to make compared to the result, since you can create big maps already. I also don't know a good way to include pre_transfer/post_transfer into it in a good way and I want public scripts to be very compatible with other scripts. Maybe it's worth looking into it, though.

 

Can you send me the link to those videos Jester?

Hm, you mean the .gif? 

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Can you send me the link to those videos Jester?

Hm, you mean the .gif?

 

nope meant

 I chose to learn scripting and luckily DP3 (hi :>) started his video tutorial series pretty much at the same time

-the link to that.

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Update 1.1:

-Fixed a graphical problem that displayed the Character 2 times when using a normal evented transfer.

-Basic compatibility with Pearl v2 and maybe other Scripts. The HUD will cause graphical glitches when sliding, though. I would try to write a seperated fix if someone desperately needs it; I can't promise it, though.

 

I'm still looking forward to fix issues with pictures, but my time is currently too limited.

Please keep reporting bugs and major compatibility issues if you encounter them.

Edited by Jester

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Update 1.2:

-Added Compatibility options to the Customization section. You can basically choose to use a fix that eliminates issues with other Scripts (mostly graphical bugs when sliding).

 

Currently it supports SES Dynamic Time (Clock Extension) and XAS HUD. I'm also looking into Pearl ABS HUD soon. If you find incompatibilities of any kind and would like them to be fixed, just let me know. I will at least try.

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Thank you.  :wub:

 

Sorry Galv, won't happen again xD

 

Update 1.3:

-Fixed graphical bugs with Pictures and Balloons

-A bunch of new supported Scripts

Edited by Jester

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This script is not completely compatible with my overlay maps: the overlay spritesets will slide with the game player.

This is expected though due to how I am updating the tilemap's location.

 

I am not sure whether I am able to resolve it on my end though.

I have set up the slide effect in my demo: https://www.dropbox.com/sh/sz6mpw5n2d6zxi2/MhL6lunze4/Demo/Overlay%20Maps%20demo.zip

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Thanks for uploading the Demo. Yeah it is to be expected. Do you have any idea how we could fix it? I have tried to slide viewport1 instead of the tilemap, but it doesn't like to get messed with it's .oy/.ox (that's also what I have experienced when writing the script). Any ideas? (the Slide effect happens below line 210)

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I think I have found the issue, though it might not be the root of the problem.

 

The overlay maps are being created BEFORE the slide occurs.

I think if they were created after, they would be positioned correctly.

 

Then again, I don't really understand why the overlay maps themselves are sliding into place.

Edited by Tsukihime

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I did some research in my game and found out that CSCA Achievements will not work with this script. Can you please fix that? Here is the link to that script.

 

http://www.rpgmakervxace.net/topic/5554-csca-achievements/

Thanks for the report. The problem actually seems to be a minor slip by casper as far as I can tell.

 

Search for this code in his Achievement Script (line ~790):

  alias csca_ach_update update
  def update(main)
    csca_update_achievements
    csca_ach_update(main)
  end

 

 
and change it into:
  alias csca_ach_update update
  def update(main = false)
    csca_update_achievements
    csca_ach_update(main)
  end

 

Please tell me when this doesn't work.
 
Sorry for the late answer, I normally check the page every day. But I'm currently living in my bed, because I'm extremely sick.  :wacko:
Edited by Jester

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