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[制作教程] CrayDragon's Underwater Effect Mapping Tutorial

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    灌水之王

    发表于 前天 14:06 | 显示全部楼层 |阅读模式
    It's time to make....
    An underwater map effect! by CrayDragon


    Please note that this tutorial was written by CrayDragon for VX (and used Woratana's Multiple Fog Script for VX.) Hopefully I have caught all of the changes from VX to Ace, but I may have missed a few. Hugs, Granny.


    Any tiles welcome!

    With this here tutorial, you'll get a product similar to this:



    Step 1: Create a map.SpoilerI'm sorry, this isn't a mapping tutorial D: So the only thing I can say here is DON'T ADD ANYTHING TO YOUR MAP THAT WOULDN'T MAKE SENSE UNDERWATER.
    I.e. fire, lava, full-grown trees, etc.



    Step 2: Variable Bits and Bobs.SpoilerIf you already have variables labeled these from flashlight effects, etc. you can disregard all of the following step.
    So, go to your variables editor, and select two variables you believe you will remember.
    I chose my last two.
    Label them:
    Player's Screen X
    Player's Screen Y

    (Or anything you can remember that will suggest that. For future notice.)



    Step 3: Pictures and TintsSpoilerLet me show you these images:

    Save as Waterfog





    Save as Wareflec - stands for Water reflection - took me awhile....





    Save as Beam1_ani1







    These will be necessary for the full effect.

    Event commands will be necessary for it too.
    So yeah, import those to Graphics/Pictures in your game.
    Then.
    You are going to have to grab Woratana's Multiple Fogs for Ace for the next bit.

    Once that's imported, along with my and Pentagonbuddy's picture graphics, make a Parallel Process event.
    Event the following in a Script Call (commands page 3 bottom-right):
    Spoiler                 Code:        
    1. $fog.name = 'wareflec'$fog.hue = 0$fog.tone = [0,0,0,0]$fog.opacity = 70$fog.blend = 0$fog.zoom = 225$fog.sx = 10$fog.sy = 0$fog.show(1)
    复制代码

    And below it:
     
                    Code:        
    1. $fog.name = 'wareflec'$fog.hue = 0$fog.tone = [0,0,0,0]$fog.opacity = 35$fog.blend = 0$fog.zoom = 225$fog.sx = -5$fog.sy = 0$fog.show(2)
    复制代码





    So now you can kiss the scripting part goodbye.
    Here's a good tint you can use for our little effect:
                    Code:        
    1. R: -102G: -17B: 85G: 0
    复制代码

    You can meddle around with that, but I wouldn't suggest it. It's either too green or too red X( A pain for the eyes.
    Put the tint after the Script Call bit.

    Now do a Show Picture command (commands page 2) that should look like this in the event menu:
    Show Picture: 2, 'beam1_ani1', Upper Left, (0,0), (100%,100%), 100, Add

    Are you wondering why the picture ID is 2? Well.
    Make another Parallel Process event right next to this one (position doesn't matter, but it must be made.)
    Event the following:
    Control Variables: [Variable you picked for player's X] = Player's Screen X
    Control Variables: [Variable you picked for player's Y] = Player's Screen Y

    Show Picture: 1, 'waterfog', Center (Variable [PlayerX][PlayerY]), (205%,205%), 245, Normal
    This bit is to make the blue mist follow the player around. It'll be centered on the player.
    The size is big because otherwise it looks damned weird ,:/

    Step 4: Move PicturesSpoilerCreate a Loop (Ev commands page 1).
    Within the Loop, you can place a command for Move Picture:
    Loop
    Move Picture: 2, Upper Left, (0,0), However transparent you want it to fade to, Add, amount of frames you want this to take.
    For opacity, I used 175, and it took 80 frames.
    Wait how many frames the first transition took, like 80 frames.
    Move Picture: 2, Upper Left, (0,0), Transparency in it's final instance, Add, your used amount of wait frames.
    Wait once again, your used amount of frames.
    Repeat Above



    Whew...oh my..... I need some sleep.
    Well, you know the drill now, post up a screenshot of your result, and any bugs you encountered with this.
    First thing to do with a bug is MAKE SURE YOU READ IT CAREFULLY.

    Credit to Pentagonbuddy for the light beam graphic, and woratana for the script I made you add
    Also, me (CrayDragon) and photographer Raul Touzon for the water reflection image.



    本贴来自国际rpgmaker官方论坛作者:GrandmaDeb处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/craydragons-underwater-effect-mapping-tutorial.26558/

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