Speed Trail

● ARCHIVED · READ-ONLY
Started by Capitán 16 posts View original ↗
  1. Haha this is cool; Certainly original. Well done.
  2. I like the script, very cool effects for maybe vampires, Ninjas and the like.

    But could you maybe tell us the configurations you used for the 5 different looking effects in the video? I didn't find the examples in the script itself.
  3. Yuuta Kirishima said:
    Haha this is cool; Certainly original. Well done.
    Thank you!

    Candacis said:
    I like the script, very cool effects for maybe vampires, Ninjas and the like.

    But could you maybe tell us the configurations you used for the 5 different looking effects in the video? I didn't find the examples in the script itself.
    Thanks! Sure, but be sure to check the demo too!

    This is the one used for Argho in the tiny cutscene, at the beginning:

    ms_start_speed_trail(0, 2, 15, 0, 0.9)This is the one used in the top left guy:

    ms_start_speed_trail(2, 2, 15, 0, 0.8, '0 86 216 125')Top right guy:

    ms_start_speed_trail(4, 1, 15, 0, 0.5, '205 74 44 125')Bottom left guy:

    ms_start_speed_trail(3, 20, 30, 1, 0.5)Bottom right gal:

    ms_start_speed_trail(1, 10, 22, 2, 0.99)Let me know if you have any questions or suggestions. :)
  4. I actually think this would be really good for a stealth type game/mission, essentially use it as your 'detect meter'. Looks cool.
  5. Updated to 1.0.1

    Be sure to get the latest version!

    Halrawk said:
    I actually think this would be really good for a stealth type game/mission, essentially use it as your 'detect meter'. Looks cool.
    Indeed! I love stealth missions :D
  6. There seems to be a bug using larger sprites.



    The after-images are off-center.
  7. Updated to 1.0.2

    Raythalos said:
    There seems to be a bug using larger sprites.

    742eba0567.png

    The after-images are off-center.
    Thanks for the report! I just updated the pastebin script, grab the latest version from there. I'm updating the demo now. Let me know if anything else comes up. :D
  8. Thanks! It works correctly now.
  9. You're welcome!
  10. very kool! Great idea 
  11. Updated to 1.0.3

    Grab the latest version from pastebin. I'll update the demo later.

    ninjalex said:
    very kool! Great idea 
    Thank you, ninjalex!
  12. Looks neat, I'll definitely test this out another time.
  13. Hmm I might use this, I will check with the team.
  14. How about followers speedtrails?
  15. RaZzi said:
    How about followers speedtrails?
    Would like to know that, too. Is it even possible?

    Anyhow, great script.
  16. Hello!

    First of all, I want to say thank you for such a wonderful script. The effect is quite amazing and it's an excellent touch/special effect that really helps sell the idea of 'speed'.

    However, I have a small problem. By default, the blur is applied to dashing so that it only shows up when you dash. If you disable this, it appears you can apply the speed-lines through a script call, but then it applies to both walking and dashing. Is there any way to bind the dash=blur effect to a switch?

    To explain why I'm looking for this feature- I have a system where only one member of the party is shown at a time (no caterpillar), and each character has a special ability. One of these characters has extreme speed. I've managed, with switches and Aeirex's Advanced Movement script, to make the character run faster when they're in the lead/active. I also want this character to have a speed-line effect, but that's when things become tricky. If I keep the default on for 'shift/dash equals speed-lines', then every actor has the effect, which is nonsensical because only one of them is capable of reaching those speeds. But if I disable that setting and instead do a script call for the character, then their walking also has speed-lines, which is not what I want.

    So is it possible to bind the speed-lines to a switch or do a call that is only dash/shift key specific? Or have I overlooked a setting somewhere?

    Thank you for taking the time to look at this.