MV - Community Lighting MV & MZ

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Started by ImaginaryVillain 1279 posts Page 63 of 64 View original ↗
  1. So I don't know if this has been answered yet and I'm very sorry if it already has been but my problem is that the DayNight Clock is always seen for a couple frames when transitioning maps. I never activated it and even deactivated it again at the start for safety measures but it keeps appearing in the top right corner for a couple of frames.

    Is there any solution to that? Did I forget anything, did I do a stupid, am I the first one?
  2. Apologies if this has been answered before. I'm having an issue with the battle tinting not covering the entire screen, leaving just a strip at the top. I've tried setting the screen size bigger in the plugin than my game's size is, and I've tried increasing the masking. I've also tried making the battleback images bigger. Any help would be appreciated! Battle Tint.png
  3. Wow! How did you get the camera to zoom in on your main characters in the intro by the blue portal? That was super cool! I'd love to figure out how to change the camera position in my own project!

    firestalker said:
    There are 31 Events on the map, not including the light sources, all together you have about 91 events in total on the map.

    This is a video of some of the maps... the first one is the map that drops the FPS. They drop a little more since I'm recording in the video, but not much.
  4. NintenVoice said:
    So I don't know if this has been answered yet and I'm very sorry if it already has been but my problem is that the DayNight Clock is always seen for a couple frames when transitioning maps. I never activated it and even deactivated it again at the start for safety measures but it keeps appearing in the top right corner for a couple of frames.

    Is there any solution to that? Did I forget anything, did I do a stupid, am I the first one?

    Maybe try adding a Fade Out before the transition and a Fade In after? That might help smooth things out.

    daveycadaver said:
    Wow! How did you get the camera to zoom in on your main characters in the intro by the blue portal? That was super cool! I'd love to figure out how to change the camera position in my own project!

    It looks like GALV_ScreenZoom or a similar plugin.
  5. daveycadaver said:
    Wow! How did you get the camera to zoom in on your main characters in the intro by the blue portal? That was super cool! I'd love to figure out how to change the camera position in my own project!
    I used this plugin: Camera Core
  6. Danatoth said:
    Is there a way to make the lighting have less hard edges? What I'm looking for is more of a fadeout of the light towards the edges rather than the hard edges it seems to have no matter what I turn the brightness to.
    Same. I'm wanting a feathered edge that flickers like a candle rather than a vignette.
  7. Yes, there's a way. What I do is create a "circle with a feathered edge" sprite in the character sprites folder and use it as the event's graphic (events with lighting effects from the plugin). For flickering, you can use the base function of the plugin by adding "fire" in the event's note. Otherwise, you can animate the feathered circle by slightly adjusting its transparency.

    This method works well in my game, but it's not perfect, it takes some fine-tuning to get the right size, color, and effect. Here's an example :

    LVNL_Map004.JPG

    Hopefully, there's an easier solution out there too.
  8. Oh wow. That is so pretty!! I love your color palette and the lighting really emphasizes it.
    I'm going to try what you've suggested. I've also heard good things about VisuStella but I've heard negative things also. Thanks so much for replying to me. :)
    cradth said:
    Yes, there's a way. What I do is create a "circle with a feathered edge" sprite in the character sprites folder and use it as the event's graphic (events with lighting effects from the plugin). For flickering, you can use the base function of the plugin by adding "fire" in the event's note. Otherwise, you can animate the feathered circle by slightly adjusting its transparency.

    This method works well in my game, but it's not perfect, it takes some fine-tuning to get the right size, color, and effect. Here's an example :

    View attachment 333363

    Hopefully, there's an easier solution out there too.
  9. Is there a resource use difference between 1 very large radius light, or using 60 ~ 100 smaller light events?
  10. daveycadaver said:
    Oh wow. That is so pretty!! I love your color palette and the lighting really emphasizes it.
    I'm going to try what you've suggested. I've also heard good things about VisuStella but I've heard negative things also. Thanks so much for replying to me. :)

    You're welcome.:LZSsmile: Thanks for your kind words, and good luck!
  11. I have a question. I'm using MOG Event Sensor to create a 'fire maze', where when the player approaches, the fire ignites. Question is, how can I set it to light up when the fire ignites? I've posted some screen caps.

    The fire will ignite when the player is one tile away.
  12. You can set the distance out that the lights turn on in the settings.
  13. Norintha said:
    You can set the distance out that the lights turn on in the settings.
    Yes, but that will affect all other instances of the lighting across other maps. I was trying to avoid doing that.
  14. Is there any reason you can not give the lights a different ID and use regular eventing to turn them on?
  15. That's what I was trying to do.
    I wanted the event to turn the light on when the player approached.
    In the first frame, the player approaches, and when they get within 1 square, the event detects the player, swaps to the next page, showing the fire. I wanted the light ot come on at the same time as teh fire appearing. But it's not working.
    I've got the plugin command on the second page of the event to turn on the light ID, but it doesn't trigger. I've tried autorun (just freezes) and parrallel (doesn't do anything.)
  16. All you need to do is give an ID to the light and have the events that line that light turn the light on by ID with the plugin commands. You don't need multiple pages.
  17. You're saying I can't put it in the 'fire wall' event itself? I need a second event?
  18. As long as your light is the first comment you can put it wherever, if you can't have a light as the first comment just put the light in a different event elsewhere and use x± y± to displace it.
  19. Use the Comment for it... Put the comment on the top of the page you want it to be on.

    2. New with version 4.2+ is the option to place the lighting note tag
    * anywhere in an event page's comment field instead of the note box, as
    * long as the comment field is the first thing on the page. This allows
    * for more advanced lighting tricks to be done on a per-page basis. Page
    * Comment note tags will be prioritized over general note tags, allowing
    * tags in the general note box to serve as a default that 1 or more pages
    * can override.