![]() ![]() Um one final thing, kurashi, i'm currently using Fullscreen++ in my game so, i 'm not sure what's it's resolution but what would happen if i combine the script you suggest me ''GraphicsResize(640*480) for future reference. Thanks for your time answering my question again! Some people posted for 15 min and they got a reply :D I thought there might be some kind of error or i'm spamming too much :D. Thanks kurashi, i waited for quite some time for some help :D. Scaling within the engine is tedious, and usually of sub par quality. By default the resolution of the game is 544x416 and you can use the script "Graphics.resize(640, 480)" to increase that up to 640x480. ![]() (or personaly I'd place in some opacity changes as well for a fade)Īs for the image size it's best to just get the size of your window and make the scenery image be that size in an image editor out side of Ace. The wait for input method would be like follows:Įrase image. RPG Maker VX Ace - Rebel Rapture Music Pack EN/DE/FR/IT/PT/ES Global. Perhaps have a message window stating something about the scenery or just have a wait for input method to fade the image away so that gameplay can resume. This content requires the base game RPG Maker MV on. R2 Khas Advanced Graphics updated to 1.0.Originally posted by Kurashi:The simpleist way to to do this I think would be to have a set of events set to trigger by player touch that display that picture. * Fixed shader problems with opacity and exposure ![]() * Fixed lighting/fog being applied to pictures * Added commands to create lights with region tags and terrain tags * Fixed event not turning off light on page switch * Added Pixi.js version checking (requires v3 or later) * Added compatibility with different tile sizes * Added compatibility with zoom controls (zoom in only!) R3 Khas Advanced Graphics updated to 1.1 ![]() I implemented a technique similar to deferred shading, which renders all the lights to an off-screen framebuffer, and then I use GLSL Shaders to compose the final scene with correct lighting and fog. You can read more about it and check a benchmark against other lighting system here (click me!).ĭoes this plugin use layers to add this effect? I'll add low, medium and high Graphics options in the future, so that won't be a problem anymore. Fog, however, requires a more modern GPU (because it's procedural). Yes! Lighting is super fast and won't have any performance impact in your game. Is this plugin fast? Is it faster than other MV Lighting plugins? I got this error "TypeError - Cannot set property 'CUSTOM_KHAS' of undefined". As my top priority is to create something reliable, I had to discard shadows. It would require a massive edit on Pixi and MV’s engine. Unfortunately, again, Pixi.js doesn’t use depth buffering (this buffer holds an extra dimension data, z in RPG Maker’s case), so this discards the possibility entirely. The other option would be to implement a technique similar to shadow mapping, which was my dream once I heard about MV’s OpenGL capabilities. If I wanted to render shadows in the same way I did in my previous engine, I would need to edit the Pixi engine, which is not a good thing and could be very unstable (I tried). The biggest barrier was that Pixi is great to render bunnies and other sprites, but it’s terrible to generate geometry, especially dynamic geometry. Thus, I had both the limitations of the MV engine and of the Pixi.js to work with. There’s the MV engine, then Pixi.js and then WebGL. However, things in RPG Maker MV are more complex than in its predecessor. With Ultra Lighting I had complete control over the light rendering, with nothing in between the lights and KGL (my library for rendering inspired by OpenGL). ![]()
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