Kaus Ultimate Overlay v1.11 NEW: Added Sprite Fixes Snippet Plugin

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Started by Kaus 353 posts Page 11 of 18 View original ↗
  1. Yay, I'm glad you liked the idea and really grateful for your update :D . Thanks man!
  2. Oh maaan! You though about the bush region!!! Ur a genious!
  3. Siul said:
    Yay, I'm glad you liked the idea and really grateful for your update :D . Thanks man!
    Yea I've been thinking about making some lower fogs in my game too thats why :3 thanks too!

    solaris1111 said:
    Oh maaan! You though about the bush region!!! Ur a genious!
    Yea I am deeply in need of that feature that's why i ended up making one. I hope you like it ^_^

    TIPS: You can also use the Multilayer Fog to display extra layers in the map such as extra light layers or par layers, just set the right settings for it to display properly :) Now you don't have to ask for another layer.
  4. Hi Kaus, I'm really blocked with this issue and I'm not sure how to solve It. Since I'm using your script and you are and awesome mapper, I would like to know if you know how to solve it. 

    Capture_zps5nduuqpf.jpgCapture3_zpsdmdaleb4.jpgCapture4_zps2g8r0dea.jpgCapture2_zpssh5bdcsf.jpg

    NOTE:I'm using quasimovement and there is collision in all the examples if i put collision  to solve the problem I will lost the paralax thing here(not sure If im explaining myself properly).

    Is there a way to change the layer order relative to position of the player. Sorry maybe its supereasy solution but I'm blocked.

    Thanks in advance,
  5. The thing about that is make sure you give allowance of pixels to your impassable tiles so that you cannot encounter that problem. I dont use Quasi so i dont know how to solve that. maybe something with the hitbox thingy you have to set up.  maybe just dont let them too close to the objects to avoid that Star Priority problem.

    Have you tried asking for help in Quasi's thread instead?
  6. Kaus said:
    The thing about that is make sure you give allowance of pixels to your impassable tiles so that you cannot encounter that problem. I dont use Quasi so i dont know how to solve that. maybe something with the hitbox thingy you have to set up.  maybe just dont let them too close to the objects to avoid that Star Priority problem.

    Have you tried asking for help in Quasi's thread instead?
    Thanks for the answer, I know how to use the quasi(not an expert but i know how it works). I know is the hitbox but I was asking if it was possible to use your layer system so we can play with the depth. I will keep searching thanks ;)
  7. Hi Kaus ..

    I really like your plugin and I use it always ..

    but, I don't know if someone have the same problem as me or not ..

    you see in this 2 pic

     1449556292351.jpg

    1449556292552.jpg

    I start a new project with only your plugin without any other plugin in a small map

    I put 2 spirit ( s1 & s2) and i create an event..

    the first s1 i create 2 event page..

    the first page i put random character then in second page i make it blank with take switch on ..

    the s2 i just put that command switch to on if i talk to the person ..

    but when i start to play .. the s1 event gone ??

    when i put your plugin off or deleted .. i can create the same event with no problem ..

    please kaus solve this one I really need your plugin ^_^

    note : Iam using the last version 1.09 ( sorry for my bad English) 
  8. That is so basic. If you had the time to read the full help file. It gives you the idea that the Switch ID 1-4 is by default set for displaying layers 

    The ID you used for the event to disappear is pre-used for Fog Switch ID



    You have Quick Start set to true by default.





    that's why that event is not appearing by the start of the game because the switches is automatically on 
  9. Oh I see ( my bad ) .. thank you very much Kaus

    I am new to RPG maker I actually thought the switch is for command calling or something ..

    now if I switch off the id switches .. this well affect on what piratically ?? 
  10. you have a lot of choices...

    either set the overlay switch to different ids

    or move your other switches to different ids.

    just make sure to keep the 4 overlay switches reserved for their purpose only.
  11. again thank you  for your helping

    I just change the id switches and name it ^_^

    keep the good work
  12. You're welcome.

    ----

    As Requested I found a way not to loop the layers (added in v1.10):

    arcthemonkey said:
    I saw a similar question on here, but I think mine is a little different - When I changed the resolution of my game to a wide-screen format, the images started tiling because the visible area was wider than the maps themselves. I understand I can fix this by adjusting the map and image size to be at least as wide as the visible area, but I'd like to avoid that in the interest of minimizing file size. Is there any way to get them to not tile?

    Example:

    Spoiler
    Spoiler
     
    Update:

    v1.10 Recoded (12.8.15)

    -Fixed a bug where if you choose to start without QuickStart gives you the error 'DefOpacity is not Defined' 

    -Fixed a bug where if you try switching off quickstart id and go to next map automatically turns it back on. Now Aliased New Game to QuickStart switches instead on Map Loading.

    -Ground, Par, Light and Shadow redefined as non-loopable image. This way you can have your images as is and it will not loop if the map extends bigger than the overlay image.

    -Performance Improvement. If you were experiencing lags due to amount of displayed layers. 
  13. Nice updates :) Especially Fog depth will be something im going to play around with.

    But i don't really get what bush region is doing, both screens look the same, i dont see the difference
  14. sorry i am not  to strong in scripting especially in specific areas like pixi
    question is - is there a way to move pixi layer below any layers in your plugin?
  15. McSundae said:
    Nice updates :) Especially Fog depth will be something im going to play around with.

    But i don't really get what bush region is doing, both screens look the same, i dont see the difference
    If you just look closely, you will notice the difference... You will actually understand its function if you're familiar in the previous RMs.



    Left: No Bush Region

    Right: Bush Region

    It gives you the effect that your character is walking on the bushes/grass with a slight transparency to the lower body. (It's automatically set up on tilesets grasses but not in parallaxing)

    Hope that clears your wonders about Bush Regions.

    Kirika said:
    sorry i am not  to strong in scripting especially in specific areas like pixi

    question is - is there a way to move pixi layer below any layers in your plugin?
    Depends on what specific layer we are talking about? 
  16. Kaus said:
    Depends on what specific layer we are talking about? 
    specifically i want to put pixi layer below your light layer.

    i tried to play with terrax plugin for example (its use pixi), but cant figure how to control its z index - cant find any reference to z index in pixi layer at all
  17. it depends on the who you add to the scene first. (addChild) the last one you call addChild will be on the top. in my plugin its inside (this._tilemap.addChild()) that's why it has z indexing. what are you trying to add btw? 
  18. Kaus said:
    it depends on the who you add to the scene first. (addChild) the last one you call addChild will be on the top. in my plugin its inside (this._tilemap.addChild()) that's why it has z indexing. what are you trying to add btw? 
    movable light sources

    i tried modified terrax lights for that - but it overlap light map with color of his light sources and i trying to fix that.

    currently i am trying to bland light images directly into his plugin as a tint bitmap but well.... my scripting capabilities far from perfect.
  19. Kaus said:
    As Requested I found a way not to loop the layers (added in v1.10):
    This is amazing! Thank you!
  20. Kirika said:
    movable light sources

    i tried modified terrax lights for that - but it overlap light map with color of his light sources and i trying to fix that.

    currently i am trying to bland light images directly into his plugin as a tint bitmap but well.... my scripting capabilities far from perfect.
    If you're talking about terrax i have the supported images added in layers there maybe you can play along with the arrangement of adding child in the map there...

    take a look at this part of the javascript: (maybe by moving the terrax layer below?



     

    arcthemonkey said:
    This is amazing! Thank you!
    You're welcome bro ^_^