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

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Started by Kaus 353 posts Page 6 of 18 View original ↗
  1. Hello, thanks for the plugins!!

    Sorry for my english but I need to ask something

    I want to know how can I use the shadow layer, because I put in the notetag "<shadow>" but nothing happen, I can't see any shadow above my character. I am making the shadow image in photoshop, save as .png and put the name like "shadow2" for map Id 002 but nothing happen so, I want to know if there are something I am missing or what Can I do

    Thank you
  2. Been busy a lot lately...

    Doing Resources, Plugins, My MV Project, Work, etc. sorry for not replying to all but anyway. just a small update...

     

    Update v1.06

    -Fixed bug where shadow layer is not displaying properly

    -Added Terrax Compatibility Option (See Plugin's Parameter)

     

     

    I haven't tried the Terrax Compatibility yet. so please tell me if its working or not. 

    uhgg I'm having a headache with all the stuff -_-''

     

    Folkner said:
    I also have other issue with last version, I got older version work nicely(with terrax and quasimovement, really nice combo), but this new one is not doing parallaxing properly(switch ON and notetag on map edit done) and it's all time asking me for undefined3.png , not sure what is this about.

    Thanks mate, awesome plugin.
    added terrax compatibility, please test it out if its working.

    what do you mean by the undefined3.png? can you elaborate further?

    dragoxx said:
    Hello, thanks for the plugins!!

    Sorry for my english but I need to ask something

    I want to know how can I use the shadow layer, because I put in the notetag "<shadow>" but nothing happen, I can't see any shadow above my character. I am making the shadow image in photoshop, save as .png and put the name like "shadow2" for map Id 002 but nothing happen so, I want to know if there are something I am missing or what Can I do

    Thank you
    I have the fix in 1.06 Download the latest Version
  3. Kaus said:
     


     

    added terrax compatibility, please test it out if its working.

    what do you mean by the undefined3.png? can you elaborate further?
    First thanks for your efford :) The Terrax compatibility works perfect.

    The undefined thing is gone just by changing the script to the newer version. It was like one layer was named "undefined" and when i put my map png as undefined(with the ground.png also its like moved image, and the par.png looks like it didnt work.

    But dont worry its all ok right now.
  4. I want to use Kaus Ultimate Overlay with the Bind Pictures to Map plugin, but all I'm getting is this error.  Please help. 2015-11-12 21_32_06-Start.png
  5. Folkner said:
    First thanks for your efford :) The Terrax compatibility works perfect.

    The undefined thing is gone just by changing the script to the newer version. It was like one layer was named "undefined" and when i put my map png as undefined(with the ground.png also its like moved image, and the par.png looks like it didnt work.

    But dont worry its all ok right now.
    Glad it's all working together now ^_^. just dont hesitate to tell me if there's a bug or something. I'll fix it.

    DavidFoxfire said:
    I want to use Kaus Ultimate Overlay with the Bind Pictures to Map plugin, but all I'm getting is this error.  Please help.2015-11-12 21_32_06-Start.png
    Make sure you have Bind Pictures Listed ABOVE Ultimate Overlay

    Order:

    BindPictures

    UltimateOverlay

    also make sure you have the settings in the plugin's parameter set to true in Bind Pictures:

  6. Kaus said:
    Glad it's all working together now ^_^. just dont hesitate to tell me if there's a bug or something. I'll fix it.

    Make sure you have Bind Pictures Listed ABOVE Ultimate Overlay

    Order:

    BindPictures

    UltimateOverlay

    also make sure you have the settings in the plugin's parameter set to true in Bind Pictures:

    grHRg5f.jpg

    I did all that.  Even moved both scripts to the top of the plugin manager.  Still getting that error.
  7. post a screenshot of the plugin settings and a list of your plugins in order
  8. Here they are:

    Current Error.png

    Plugin Manager 2.png

    Plugin Manager 1.png

    2015-11-13 03_40_59-Plugin.png
  9. The Fix works now.  Thank you very much

    :guffaw:
  10. And for me. Thanks  :D

    Another question: it's possible to smooth smog for example ?

    I use "Overlay fog dust 155 1 -0.5" but smog appears directly. I would like to opacity increased 0-155 in 60 or 120 frames.

    It's possible ?

    Thanks
  11. Hey!

    Sorry, I don't usually post for help but I really can't figure out how to get fog opacity to work.

    I simply have this:

    <fogName:Fog03_highercontrast>

    <fogBlend:1>

    <yMove:-1>

    <fogOpacity:5>

    In the map's notes, but the fog opacity is 255. :/ Even looked in the code but can't figure out what is wrong.
  12. jackseg said:
    And for me. Thanks  :D

    Another question: it's possible to smooth smog for example ?

    I use "Overlay fog dust 155 1 -0.5" but smog appears directly. I would like to opacity increased 0-155 in 60 or 120 frames.

    It's possible ?

    Thanks
    You want a control over transition is that it? It's already in the suggestion. I'll add it on next update.

    Cinnamon said:
    Hey!

    Sorry, I don't usually post for help but I really can't figure out how to get fog opacity to work.

    I simply have this:

    <fogName:Fog03_highercontrast>

    <fogBlend:1>

    <yMove:-1>

    <fogOpacity:5>

    In the map's notes, but the fog opacity is 255. :/ Even looked in the code but can't figure out what is wrong.
    Should be in order:

    <fogName>

    <fogBlend>

    <fogOpacity>

    <xMove>or<yMove>

    or Plugin Command:

    Code:
    Overlay fog Fog03_highercontrast 5 0 -1
  13. I changed it to this but still nothing:

    <fogName:Fog03_highercontrast>

    <fogBlend:1>

    <fogOpacity:15>

    <yMove:-1>

    Removing yMove doesn't help either.

    And I'd really prefer to get this to work over having to place Auto Events everywhere that call Plugin Commands. ^_^;

    Edit: If it helps, defOpacity does indeed become 15, and so does this._fogMap.opacity, but in-game it just looks exactly like 255. I am using no other plugins that contain "fogMap", so it shouldn't be interfering.

    Edit 2: Plugin Command doesn't work either. o_O

    Edit 3: Let me make a backup of my game and remove the Plugins one by one to see if any are interfering.

    Edit 4: Nope, nothing. Removed all plugins and opacity still will not change from 255.

    Attaching the fog image in case it helps debug.

    Fog03_highercontrast.png
  14. That's weird... your fog image works perfectly with mine... from opacity 0-255 it works...

    can you post screenshots? 
  15. Sure thing!

    Could you perhaps take a guess at what might be causing this? So that I can go through the scripts and edit stuff to see if anything helps.

    Thank you for the help. :)

    snippet05.png

    snippet06.png
  16. Did you try making a new project, add my plugin, add the img file and test it out? I cant figure out the problem it should be working fine. 

    Here's your fog in 125 opacity:

  17. Turns out at some point (?) rpg_core.js had been updated by Degica/Valve. My project comes from pre-release phase, so I checked and they changed the "need refresh" method. Apparently it wasn't updating properly? I have no idea. I replaced the old rpg_core with the new one and TADA!! Working!! ^_^/

    Thank you for helping me figure it out!

    This USED to be in:

    if (this._needsRepaint || this._lastAnimationFrame !== this.animationFrame || this._lastStartX !== startX || this._lastStartY !== startY) { this._lastAnimationFrame = this.animationFrame; this._lastStartX = startX; this._lastStartY = startY; this._paintAllTiles(startX, startY); this._needsRepaint = false; }But it was removed and this was added:

    var count = 1000 + this.animationCount - my; var frameUpdated = (count % 30 === 0); this._animationFrame = Math.floor(count / 30);and some other small stuff but I won't bother you with that because I have no idea what I'm posting, haha. : D
  18. Oh good thing its working now ^_^ just dont hesitate to ask if there's something wrong or you're having a problem with the plugin... Im happy to help. You figured it out on your own anyway lol.
  19. Update

    v1.07 (11.14.15)

    -Added New Feature: Organized Folder. You can now have your images in separate folders. (See Help File)

    -Added New Feature: Fog Transition Control. You can now control the transition of your fog. (See Help File) 

    See New Features:

    Spoiler 
    Organized Folders

    If you set this parameter to true: (by default: false)



    You should place your overlay images to their specific folders.

    Create New Folder inside /img folder and name it 'overlays'



    now open that folder and create these following folders



    and place your images where they should belong

    Fog Transition Control

    New Plugin Command Added:

    Fog Added Arguments

    There's 2 new optional arguments you can add when calling a fog using a plugin command:

    Overlay fog filename opacity xMove yMove blendtype durationblendtype: if set to 1 will change the fog's blend to additive.

    duration: the fog's transition to fade in instead of instantly appearing. duration = frames.

    Example:

     Overlay fog mist2 155 1 -0.5   //Displays 'mist2' fog in 155 Opacity that moves position x to 1 and y to -0.5 every frame. 
     Overlay fog shade 130 0 0 1 60 //Displays 'shade' fog in 130 Opacity, doesnt move, additive blend and fades in w/in 60 frames.It is optional to indicate the blendtype and duration arguments and can be left blank.

    By Notetags:

    use  <fogDuration:number> (OPTIONAL) which makes a transition depending on value = frames. before displaying completely

    Example:

    <fogName:mist>
    <fogOpacity:125>
    <fogDuration:60>Fade Out Fog

    Overlay fadeout durationwhere in if you have a fog displayed by a plugin command it will transition it out for a smooth effect.

    Example:

    Overlay fadeout 300This will fade the fog over 300 frames before it is completely removed.

    Important Note: you can only use this command if you use a plugin command to call out an overlay fog. DONT use this if you have fog notetags in the map. Use the fog switch off instead to turn off the display of fogs completely.