![]() ![]() Your users are going to have to read a lot of licenses before they import anything off the web and try to sell it. Just FYI many of the RPG Maker graphics available on the web are not for commercial use and if they are for commercial use they are often only licensed for commercial use IN a game made specifically with RPG Maker. ![]() I would have to reformat 1400 tiles to even start using your tool (for example). I actually find the way RPGMaker sets up tilesheets to be very odd and clunky so I was disappointed to see that was the model you followed. My tiles are all 64圆4, so that's a deal-breaker for me. Hello CreativeSpore! Thanks for developing such an interesting and useful asset! Please consider adding support for XP content in this asset! It would be greatly appreciated not just by me, but tons more developers! Problem here is not only how much time this takes but also that, since the tilesets are so huge (256圆096), I would not be able to fit all of my content into a single VX tileset! So I'm having to go into my 256圆096 tilesets and cut out pieces of them into sections that will work with VX. But this is a massive pain! XP allows any height for a tileset whereas VX sets strict rules about how tilesets are setup. Right now I have been reformatting our assets to work with VX. Do you have any plans to add support for XP? This would open up a whole new community of developers (in my experience, more people use XP than VX) seeking to take advantage of Unity. We'd do anything to bring this to Unity! But the problem is that this only supports VX tilesets and characters. You say this asset supports RPG Maker VX content only as of now, correct? My team and I have begun work on a project in RPG Maker XP a few months back and found this asset a few days ago. It’s easy to add a picture at the start of a cutscene and remove it at the end, so we can add in some interesting effects just with the use of Show Picture.Click to expand.Hello CreativeSpore! Thanks for developing such an interesting and useful asset! Since we have full control over cutscenes, we can add in picture overlays to make it look like we’re looking at a tv screen or add in some black bars at the top and bottom of the screen to give it a cinematic feel. One way we can keep the player centered on the screen by extending our maps farther than the player can actually travel with physical barriers or map transfers, but if we can’t do that then we’re better off not using picture overlays on certain maps.īut even if there are situations where gameplay warrants leaving out overlays, cutscenes can often make use of them. The most important thing is that our players can see and enjoy the game, so we need to make sure that we’re not making it hard to play our games. While most games won’t ever need to hit the mins and maxes, it is interesting to take a look at them:Īdjusting the Opacity like mentioned above can help, but sometimes we just need to make sure we keep our players in mind when we add our overlays. The Red, Green, and Blue sliders count from -255 to 255, with negative numbers decreasing the saturation and positives increasing it. The Red, Green, and Blue sliders let us affect how intense those separate colors are, while the Gray slider controls the overall color intensity. The Color Tone section is a bit more complex, but it’s what gives us the control we need to get our screens looking just right. Picking the right Duration is all dependent on the scene we’re making, so make sure to playtest the event to figure out what works best. And if we just need to have the tint instantly change, a duration of 1 frame gives us that. On the other hand, we could set the duration to only a few frames with the ‘Wait for Completion’ checked if we need a fire to suddenly break out around our player. If we want the screen to slowly fade to a dark twilight while our characters are having a long conversation we can set it to a duration of 999 frames (the longest possible duration, which takes about 16.5 seconds) with the ‘Wait for Completion’ option unchecked, so that the event will keep going while the screen is tinting. The Duration section is pretty straightforward, it lets us control how long it takes for the tint to take effect. The event command is split into two main sections, Color Tone and Duration.
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