There are some example games posted when MZ came out, check them out. (Find some tutorials on youtube you like?) What else? Perhaps download and try out EffectSeeker, (I think that was the name?) and try to make something useing it, since it is used to make all battle type animations in MZ. (Most if not all of these script calls works with MZ aswellas MV. Looks at other people's games, see what can be done using a minimum amount of plugins and custom scripts, try to recreate things you find interesting using only events. There is also Aseprite, I think, haven't used it myself.) I dont know specific details but you just make the image and import it into the game through the resource manager. is also a good option, all of which are free. (I would like to recommend gimp or Krita here if you haven't used them before. (Search some pixel art tutorials and bookmark them for later use? Helpful if you want to make your own game in general) The rtp for MZ has gotten quite a lot of backlash, learn to edit/modify the tiles to your liking could be helpful. Granted not as fast or pretty as a plugin, but by doing a bit of more complex things, using events only, could be helpful, as it allows you to make things your way, rather than go the path the plugin creator set.) Alot of people are quick to turn to plugins for everything, often things can be done by events. (This one require a bit of explanation imo. You can always test out JS-arrays on w3schools to get a hum about what they are and why they are so usefull. Granted MZ uses Java, but I have personally found that learning how to use Arrays could be usefull, since it will make things easier to manage and controll. Learn how to structure everything from variables to items and enemies in the database. Setting up testing enviorments and how to speed up the use of events/common events. Understanding, and finding ways to use the database in general is always a good option. There are some talented scripters out there that can most likely do the same thing for VXA, but point being, it is possible.Practice? Don't really know if there is anything to practice as such, but to have a good understanding of certain elements that hasn't changed much that could help would be things like: If the script can pull off Sepia Tones, it most likely can also allow for a Darkening feature as well. Try looking specifically for a Sepia Tone Script for XP because it is so uncommon. It might be better to try looking for Filters instead of Shaders, and I have seen scripts that can do it, at least for XP. One is a Warping Fog and Background layer feature done entirely through Scripts, and another has the ability to distort Event Graphics through use of a dll. Open your RPG Maker VXAce project, go to your Resource Manager (F10) Then choose Graphics/Characters Folder (That's where I put mine anyways, organize ya own mess) and Click the Import button: Choose your file and once it's imported, select it and hit preview to make sure the image appears correctly. The "Collection" in my sig has a few examples of relevance, but as far as I know, they are only available for XP. There are a few solutions to this however, such as using an external dll to efficiently handle Bitmap manipulations instead of Scripts. It comes at a price as directly modifying the Cache is quite inefficient and results in very poor framerates. There are a lot of things that can be accomplished once access to the Bitmap is gained, even adding other features to the Bitmap class. They can be extended to also create Warping and Distortion types of effects. Scale, stretch, color add and subtract, color inversions, and other things like applying Sepia tones. But there are a ton of other features that can be performed. Typically, the two most commonly used Bitmap funtions are Hue and Clip, which is how Sprites are set up. They arent extremely efficient however, but in the RM series, they are very very limited. Shaders, no, but Bitmap methods built into Ruby, yes.Ī lot of the Bitmap features require direct access to the Bitmap object stored in Cache.
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