Negative Zone Tint

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Started by Redeye 12 posts View original ↗
  1. Is there a script for RPG Maker VX Ace that allows you to use a Negative Zone effect? It's like a tint screen effect where every color turns into the opposite colors, like this picture:

    Negative_zone_trophy_official.jpg

    Is it possible? Are there any scripts that do this? If not, can someone make it for me? I'm sure that it's a pretty easy task to make a script that pretty much swaps color.
  2. I'm not a scripting expert by any means, but from what I know of the maker, I would think you would have to have completely separate graphics that are the negative image, and then use a script to switch them out.
  3. no is exist something call substract for doing this in script 
  4. I'm sure that it's a pretty easy task to make a script that pretty much swaps color.
    You have no idea about how complex the script is, so don't assume anything.
  5. nio kasgami said:
    no is exist something call substract for doing this in script 
    What...?
  6. I believe nio is saying there is something in scripting that could do the job. I thought I'd offer up another solution if you don't mind.

    I went into Gimp and spent maybe 5 minutes converting the tilesets. It's really easy, for each sheet do "select all", go to colors and select invert. Then export the file. I created a new tileset in Ace and called it "Negative". Once I did that, I made a map in the game and then copied it. On the copy, I switched the tileset to Negative. For my purposes, I created a transfer that also changed the actor's graphic to an inverted sprite.

    Here's the results:

    http://youtu.be/vN31_9eyNKI
  7. mlogan said:
    I believe nio is saying there is something in scripting that could do the job. I thought I'd offer up another solution if you don't mind.

    I went into Gimp and spent maybe 5 minutes converting the tilesets. It's really easy, for each sheet do "select all", go to colors and select invert. Then export the file. I created a new tileset in Ace and called it "Negative". Once I did that, I made a map in the game and then copied it. On the copy, I switched the tileset to Negative. For my purposes, I created a transfer that also changed the actor's graphic to an inverted sprite.

    Here's the results:

    http://youtu.be/vN31_9eyNKI
    I admit is more easy to do this for your because doing via script can be really tricky
  8. mlogan said:
    I believe nio is saying there is something in scripting that could do the job. I thought I'd offer up another solution if you don't mind.

    I went into Gimp and spent maybe 5 minutes converting the tilesets. It's really easy, for each sheet do "select all", go to colors and select invert. Then export the file. I created a new tileset in Ace and called it "Negative". Once I did that, I made a map in the game and then copied it. On the copy, I switched the tileset to Negative. For my purposes, I created a transfer that also changed the actor's graphic to an inverted sprite.

    Here's the results:

    http://youtu.be/vN31_9eyNKI
    Alright. I was planning to have one area in my game occasionally go into a negative tint for a brief second before fading, like when lightning strikes, except that the brief flash of light looks like a huge Black Light covering your field of vision.

    I might do that, but it's gonna take a lot of Parallel processes to make the whole thing work.
  9. Redeye said:
    I might do that, but it's gonna take a lot of Parallel processes to make the whole thing work.
    No, it doesn't.
    There is an event command to change the tileset of a map, originally intended for things like season-tilesets.


    If you format the "negative" tileset exactly like the original's map tileset, it just takes a single event command to change the grafic to negativ and back, no need for parallel processes changing part of the map...
  10. Doesn't KGC's Graphic Library can do this? Or White Flute's?


    (It's also called Invert Colors filter)
  11. Andar said:
    No, it doesn't.

    There is an event command to change the tileset of a map, originally intended for things like season-tilesets.

    If you format the "negative" tileset exactly like the original's map tileset, it just takes a single event command to change the grafic to negativ and back, no need for parallel processes changing part of the map...
    Yeah it does. I need to use the parallel process to make the effect happen during gameplay. Like, the effect occurs every 30 seconds or something. That parallel process will change the tileset for 1 second before switching back.
  12. I tried it out using a parallel process. It worked well.

    Spoiler
    NegTintCycle.png