Lighting and Time Editor - Continued!

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Started by Feelzor 262 posts Page 7 of 14 View original ↗
  1. Nacura said:
    [QUOTE = "Lear, post: 883102, member: 3403"] ¿Hay alguna manera de trasladar el matiz del tiempo del juego a la escena de la batalla? [/ QUOTE]

    You can not yet, but if you can pause the time
    When you are going to create a battle, put this:

    * Put this before starting:
    Time PAUSE
    Stops time. This is useful for cutscenes.

    * Put this after finishing the battle:
    Time PLAY
    Reactivates time.


    Not quite the solution I was looking for, but could prove useful in certain scenarios. Thanks for that!
  2. Ripple said:
    In my project I use an event that turns off 2 lights when entering a dark room. Those lights are activated by other events. But when you go into the menu (esc/right mouse buttons) and return to the game the lights are switched on.

    Short: When I go into the game menu -> all turned off lights will be turned on.. I turned off all other plugins and it still happened..
    Indeed, there is a bug there, I will do my best and resolve it quickly!

    Ripple said:
    This is a double post but an improvement you might add to the GameTime-Plugin (that fixes some of the problems with loading the game and the time being reset - you can do a Time SAVE on transport events and a Time LOAD on entering a map)

    By adding this the Time SAVE x y command makes a bit more sense

    This code adds the Time LOAD x y command so you can get those values you have stored into variables back and set the time to those.
    You say there is a problem with the time being reset. When does that happen?
    EDIT: you do not need to double post btw, if I don't answer, it's probably that I didn't see, so editing your post should be just fine (and it will avoid having problems with the moderation :D)

    Nacura said:
    Thank you very much for your work friend, you do not know why but the errors may be generated by Yanfly plugins, I already have several and now a root that is gender which when I predict TAB I do not start the editor, the other thing if you can add the add-on within the add-on option to add the variable Time_Varible or Min_Variable, You also have the download link of the evaluation you made 1.4.1, Thank you very much I need you to make your time to add a credit.

    Edit: Check everything even disable the Yanfly plugin and I prescribe the TAB but it does not open the edito :c
    I don't really understand what you're talking about, I'm sorry ^^'

    so1us said:
    The tinting works, and I can create lights in events. But when I hit TAB to pull up the ingame editor nothing appears (this also doesn't work for me in the sample demo).

    Also the game clock doesn't appear in game in my game, but in the sample demo the game clock does appear.

    Could anyone help as the in game editor was big reason why this plugin was so awesome! Thank you.
    Hello, I have no clue why there is a problem. The sample demo is very old and you can't really rely on it, as I unfortunately never updated it. Could you please open the console (F8 while in game) and tell me if an error shows when you press tab, or anything in the console?

    Lear said:
    Is there a way to carry over the game time's tint to the battle scene?
    If I'm right, it is not possible yet, sorry!

    Henryetha said:
    On shake screen, the revealed map parts left and right appear not tinted.
    Not a too big issue, but wanna assure I did everything correctly and not missing something which could fix that.
    Thank you!
    Hello, it sounds like the issue is being the same as this one: https://trello.com/c/Amb9ymz5/6-srds-camera-code-problem-with-zoom. There is nothing wrong with what you do, just the way the plugin is written makes it hard to solve that problem.
  3. Feelzor said:
    If I'm right, it is not possible yet, sorry!
    Thanks for the response! Is it possibly in the works for a future update? I only ask so I can determine if it's something I should work on eventing work arounds for my battles or not. :)
  4. [QUOTE = "Feelzor, post: 884287, member: 110549"] De hecho, hay un error allí, haré todo lo posible y lo resolveré rápidamente.
    Hola, no tengo idea de por qué hay un problema. La demostración de ejemplo es muy antigua y no se puede confiar en ella, ya que desafortunadamente nunca la actualicé. ¿Podría abrir la consola (F8 mientras está en el juego) y decirme si aparece un error al presionar la tecla tab, o cualquier cosa en la consola?
    [/ QUOTE]

    Oh how unfortunate that you did not understand, the Google translator does not support me very much hahaha, but the problem was that the TAB does not work, the other error was save_time, which you fixed. But the important thing was that the TAB does not work, changing the plugin configuration does not work (light size, color, ETC).


    I recommend you create your own plugin, since this is old and every update that MV has, the plugin will be obsolete, YANFLY has very useful plugins and if your plugin is not compatible with his, you will have a lot of problems.

    I hope you can understand now, thanks
  5. Lear said:
    Thanks for the response! Is it possibly in the works for a future update? I only ask so I can determine if it's something I should work on eventing work arounds for my battles or not. :)
    I can't guarantee that I will make it work in the future, even though I would like to change the plugin to something slightly different, that would correct many bugs and let me work easily on it. So I say that I plan on trying to make something with it, but I'm not sure it will happen one day. I hope that will help you take a decision ^^

    Nacura said:
    Oh how unfortunate that you did not understand, the Google translator does not support me very much hahaha, but the problem was that the TAB does not work, the other error was save_time, which you fixed. But the important thing was that the TAB does not work, changing the plugin configuration does not work (light size, color, ETC).


    I recommend you create your own plugin, since this is old and every update that MV has, the plugin will be obsolete, YANFLY has very useful plugins and if your plugin is not compatible with his, you will have a lot of problems.

    I hope you can understand now, thanks
    So you guarantee the problem comes from a conflict with Yanfly's plugins? If so, can you please give me the names of the plugins that create a conflict? And having errors from the console (if there are some) would be very useful too. (use F8 to open console).

    I decided to maintain this plugin because it has a good base, and I wouldn't make my own plugin. I took the path of maintaining the plugin because I honestly thought it was a waste to leave it with so many bugs. I don't plan on making and won't make my own plugin ^^
  6. Feelzor said:
    Hello, I have no clue why there is a problem. The sample demo is very old and you can't really rely on it, as I unfortunately never updated it. Could you please open the console (F8 while in game) and tell me if an error shows when you press tab, or anything in the console?

    Hey, thanks so much for the response, sorry for the delay in getting back to you I didn't get a notification to my e-mail!

    Not really very technically conversant but I'll definitely try getting you any error information by pressing F8 and will update soon. Thanks again. :)
  7. LightingTool version 1.4.0 is out!

    Changelog said:
    Version 1.4.0:
    + Add the possibility to use commands on event lights.
    + Add the possibility to set a temporary hue to lights.
    * Correct a bug where turned off lights would turn on again after going in the menu.​

    You can see all the changes under the Light command section, where everything is explained.

    EDIT: version 1.4.1 is also out, it just corrects a bug where all the parameters of LightingTool couldn't be taken in account and caused all default values to be used, instead of the ones specified by the user.
  8. Feelzor said:
    You say there is a problem with the time being reset. When does that happen?
    EDIT: you do not need to double post btw, if I don't answer, it's probably that I didn't see, so editing your post should be just fine (and it will avoid having problems with the moderation :D)

    When I load my game, the time set back to default. This is why I implemented the LOAD case. So now I save the time to a variable when saving the game and load it when continuing a game.

    EDIT: Did not try the new version of your plugin yet - will do of course!

    Would love if you'd add the possibility to load the time values you saved with the SAVE command. Otherwise I don't see the point in saving it into variables if you can't load it aswell. My code works, you can of course add it if you wish to.

    Keep up the good work, this plugin is by far one of the best for creating an awesome atmosphere to a scene
  9. The point of the SAVE command is to be able to use the time in an event, not to load it later (although I agree that changing the time with events could be something interesting, I'll think about the LOAD option).

    It is not normal that your game sets the time back to default, it shouldn't do that and it doesn't on my game, so would you mind creating a game with the unmodified plugin, change the time to whatever you want, save the game, load the game and show me the contents of the console? It might help me know what's going on for you, and potentially find a bug.

    EDIT : be careful not to have a Time SET command into a parallel event, or anything that will load when entering the map.
  10. Feelzor said:
    The point of the SAVE command is to be able to use the time in an event, not to load it later (although I agree that changing the time with events could be something interesting, I'll think about the LOAD option).

    It is not normal that your game sets the time back to default, it shouldn't do that and it doesn't on my game, so would you mind creating a game with the unmodified plugin, change the time to whatever you want, save the game, load the game and show me the contents of the console? It might help me know what's going on for you, and potentially find a bug.

    EDIT : be careful not to have a Time SET command into a parallel event, or anything that will load when entering the map.

    I had the problem before I inserted the „Load“ Case (with your unmodified code). It always set the time to 12:00 after loading a game, so I did the little workaround that reloads my last Save-Time (and also checks if time was stopped on save). Also I don‘t have a parallel event that sets time.

    I will try again though and tell you if it works. Also thanks for fixing the menu thing, this is awesome! I also had the problem, that after re-entering a room, previously turned off light was on again. I didn‘t have the time to check if this still occurs.

    EDIT: I use the Yanfly Save Core Plugin, maybe this doesn‘t work well together.
  11. Ripple said:
    I had the problem before I inserted the „Load“ Case (with your unmodified code). It always set the time to 12:00 after loading a game, so I did the little workaround that reloads my last Save-Time (and also checks if time was stopped on save). Also I don‘t have a parallel event that sets time.

    I will try again though and tell you if it works. Also thanks for fixing the menu thing, this is awesome! I also had the problem, that after re-entering a room, previously turned off light was on again. I didn‘t have the time to check if this still occurs.

    EDIT: I use the Yanfly Save Core Plugin, maybe this doesn‘t work well together.
    It's actually strange, I tried to make the default time to 12:00, tried to install Yanfly Save Core Plugin, enabling it before and after this plugin, and I still can't find a way to reproduce your issue. I hope something during your next tests will let us know what is wrong.
  12. Feelzor said:
    It's actually strange, I tried to make the default time to 12:00, tried to install Yanfly Save Core Plugin, enabling it before and after this plugin, and I still can't find a way to reproduce your issue. I hope something during your next tests will let us know what is wrong.

    I checked the load/save thing - default time is actually 01:00 - so it should be night instead of 12:00. That makes it even more difficult to understand..
    I will try to rearrange your plugin and put it in several spaces in the list and retry. Not sure what causes this behavior. My MV is version 1.6.1 btw. Not sure if you did the upgrade or kept the old 1.5 versions (I should have not updated, I thought the old version was more stable).
  13. The problem may come from the RPG Maker MV version, indeed. I'm using the steam version on Mac, and it has been rolled back to 1.5.2 due to many bugs. I'll try to get it on Windows and see what the problem is.

    EDIT : added a new demo project made with RMMV 1.5.2

    EDIT2 : I tried with RPG Maker MV 1.6.1 and it looks like the bug happens, I can't press TAB to get the editor. I'll have a look at it very soon.
  14. Feelzor said:
    I can't guarantee that I will make it work in the future, even though I would like to change the plugin to something slightly different, that would correct many bugs and let me work easily on it. So I say that I plan on trying to make something with it, but I'm not sure it will happen one day. I hope that will help you take a decision ^^


    So you guarantee the problem comes from a conflict with Yanfly's plugins? If so, can you please give me the names of the plugins that create a conflict? And having errors from the console (if there are some) would be very useful too. (use F8 to open console).

    I decided to maintain this plugin because it has a good base, and I wouldn't make my own plugin. I took the path of maintaining the plugin because I honestly thought it was a waste to leave it with so many bugs. I don't plan on making and won't make my own plugin ^^

    Hello again, it may be the project that does not work well, disable all the plugins and just leave yours, and likewise it does not work, so create another project and just add your plugins and it works without problems. In the consula says False ---> LNM_GameTime, it must be because the clock in the map I put it OFF, since it is not hidden when you put Clock HIDE. And what I told you to do your own plugin is for the simple reason that this plugin works half in MV 1.5.2, but it can stop working in 1.6.0+

    ***Update the complement to 1.4.1, but unfortunately the TAB does not work, so I will use it like this, certain functions of the lighting system stopped working, I will use this until my game arrives, if I still have problems I will have to remove it or recreate the game.

    EDIT:
    Feelzor said:
    The problem may come from the RPG Maker MV version, indeed. I'm using the steam version on Mac, and it has been rolled back to 1.5.2 due to many bugs. I'll try to get it on Windows and see what the problem is.

    EDIT : added a new demo project made with RMMV 1.5.2

    EDIT2 : I tried with RPG Maker MV 1.6.1 and it looks like the bug happens, I can't press TAB to get the editor. I'll have a look at it very soon.

    How well you could see the error (TAB), the rest can be fixed, but that is very important. Without bothering you the same check the settings inside the light plugin, which when I set the color of the light in NULL, it does not make changes, nor does it change when I increase the scale of the player's Torch.
  15. Nevermind, I said nothing.
    The plugin works well in 1.6.1 with a new project. The problem was it:
    - I used the demo made with 1.5.2 and launched the game as it was, and this can't work properly.

    To get it to work, I found on Steam news how to make it work:
    DO NOT FORGET TO MAKE A BACKUP OF YOUR GAME BEFORE DOING THAT, just in case it breaks.
    • Copy the file "index.html" and "package.json" from NewData to your project
    • Copy the files libs folder, "rpg_*.js" (e.x. rpg_core) files from NewData/js to your project js folder
    • Do not replace your plugins.js !
    • Done!
    With that being done, the plugin started to work again. Can you please confirm that it works for you too? @Nacura @Ripple

    EDIT: for the player torch, setting the color to `null` works well for me. (all in lowercase, not in uppercase)
    For the scale, do not forget that if you have your size to 5.0 but your pulse is set between 2 and 2.1, the light will start with a size of 5.0 but it will reduce to 2.0 and oscillate between 2.0 and 2.1.
    For such settings, you'd like to have a size of 5.0 and a pulse between 5.0 and 5.1, for example.

    EDIT2: And to answer your idea of making my own plugin, it's not the way I think development works. There are lots of times where your plugin (or whatever you create) will have lots of bugs, won't work properly and such things, but that's not the reason why you should abandon it for something new.

    There is obviously a wide window of improvements, and there are obviously some bugs that are really boring and almost impossible to resolve, but if it means that I have to rewrite a whole part of the code, I will do it. Again, I decided to continue the project, not to start my own. It's something common when a project is open-source and free-to-use. You use it, you love it, you continue it. I won't abandon it, no matter if there are many better lighting plugins.

    I hope it explains my point of view better, but thanks for the idea, it's nice to see someone trying to help :D

    ----------
    Version 1.5.0 is out!
    + Add the possibility to use Time SET xx:xx instead of Time SET xx xx
    + Add the possibility to keep the tint during battle (can be disabled in configuration).
    * Corrected a bug where required assets weren't taken in account.
    * Changed the ids of lights so they don't change when another light is deleted.

    If you have a light that should be kept when using "Exclude unused files", you should search for @requiredAssets at the beginning of LNM_LightingTool.js and add yours.
    Line should look like
    Code:
    @requiredAssets img/lights/your_light
    You should omit the .png at the end of the filename.
  16. Feelzor said:
    Nevermind, I said nothing.
    The plugin works well in 1.6.1 with a new project. The problem was it:
    - I used the demo made with 1.5.2 and launched the game as it was, and this can't work properly.

    To get it to work, I found on Steam news how to make it work:
    DO NOT FORGET TO MAKE A BACKUP OF YOUR GAME BEFORE DOING THAT, just in case it breaks.
    • Copy the file "index.html" and "package.json" from NewData to your project
    • Copy the files libs folder, "rpg_*.js" (e.x. rpg_core) files from NewData/js to your project js folder
    • Do not replace your plugins.js !
    • Done!
    With that being done, the plugin started to work again. Can you please confirm that it works for you too? @Nacura @Ripple

    EDIT: for the player torch, setting the color to `null` works well for me. (all in lowercase, not in uppercase)
    For the scale, do not forget that if you have your size to 5.0 but your pulse is set between 2 and 2.1, the light will start with a size of 5.0 but it will reduce to 2.0 and oscillate between 2.0 and 2.1.
    For such settings, you'd like to have a size of 5.0 and a pulse between 5.0 and 5.1, for example.

    EDIT2: And to answer your idea of making my own plugin, it's not the way I think development works. There are lots of times where your plugin (or whatever you create) will have lots of bugs, won't work properly and such things, but that's not the reason why you should abandon it for something new.

    There is obviously a wide window of improvements, and there are obviously some bugs that are really boring and almost impossible to resolve, but if it means that I have to rewrite a whole part of the code, I will do it. Again, I decided to continue the project, not to start my own. It's something common when a project is open-source and free-to-use. You use it, you love it, you continue it. I won't abandon it, no matter if there are many better lighting plugins.

    I hope it explains my point of view better, but thanks for the idea, it's nice to see someone trying to help :D

    ----------
    Version 1.5.0 is out!


    If you have a light that should be kept when using "Exclude unused files", you should search for @requiredAssets at the beginning of LNM_LightingTool.js and add yours.
    Line should look like
    Code:
    @requiredAssets img/lights/your_light
    You should omit the .png at the end of the filename.

    If it works now, thank you very much friend
  17. Here's a new update! (I know I update a bit too much, but there are many things to improve)
    This update mainly focuses on making the editor easier to use, because there was many things that made it user-unfriendly ^^'
    LightingTool v.1.6.0 and GameEditor v.1.2.0
    Changelog said:
    + Add the possibility to undo (CTRL + Z) and redo (CTRL + Y) actions in editor.
    + Automatically selects the light when created.
    + Automatically selects the pasted light for edition.
    + Allow number entering when clicking on values while editing light properties.
    + Pulse and Flicker enable setting now loops between true and false, instead of resetting the properties.
    + Support ⌘ in addition to control for Mac users.
    * Paste lights next to the player, instead of the position of the copied light.
    * Correct a bug where pasting without copying anything crashes.
    * Light dragging no longer start if the mouse didn't move
  18. Feelzor said:
    Here's a new update! (I know I update a bit too much, but there are many things to improve)
    This update mainly focuses on making the editor easier to use, because there was many things that made it user-unfriendly ^^'
    LightingTool v.1.6.0 and GameEditor v.1.2.0

    Thank you very much friend, download the plugin and install, in total I only put 1 light to steal the lighting schedule, there is a way to use 1 light with a proper name that can be used in all events, I do not know if it is understood hahaha.

    Is that when I want to install a light I leave an ID, and that I use to set the schedule of power. And I must create several lights and put 1 by 1 light and create event by event...
  19. Awesome, thanks a ton for the battle tint!!!
    Now I just need to find a way to add a light source for the battle scene for when its super dark xD
  20. Nacura said:
    Thank you very much friend, download the plugin and install, in total I only put 1 light to steal the lighting schedule, there is a way to use 1 light with a proper name that can be used in all events, I do not know if it is understood hahaha.

    Is that when I want to install a light I leave an ID, and that I use to set the schedule of power. And I must create several lights and put 1 by 1 light and create event by event...
    Ah, I see what you mean. Currently it's not possible, but I'll try to find a way to add multiple lights at once ^^

    Lear said:
    Awesome, thanks a ton for the battle tint!!!
    Now I just need to find a way to add a light source for the battle scene for when its super dark xD
    I added the battle tint very fast and there is no way to add a light yet. It's not very convenient, but now that I can add the tint, I can work on finding a way to add lights :D