Author Topic: [XP] Event Transitions  (Read 4078 times)

Offline ThallionDarkshine

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[XP] Event Transitions
« on: November 12, 2013, 02:35:54 AM »
Event Transitions
Authors: ThallionDarkshine
Version: 1.1
Type: Event Animation System
Key Term: Environment Add-on

Introduction

This script allows you to transition in or out map events using many different transitions. Examples of possible transitions are found in the instructions section.

Features

  • Transition in or out map events.
  • Use many cool transitions, including using transition graphics.

Screenshots

(click to show/hide)

Demo

Demo

Script

(click to show/hide)

Instructions

Example arguments for the call to fade_out (i.e. fade_out(ONE_OF_THE_EXAMPLES[, EVENT_ID (-1 for player)])).
(click to show/hide)

Example arguments for the call to fade_in (i.e. fade_in(ONE_OF_THE_EXAMPLES[, EVENT_ID (-1 for player)])).
(click to show/hide)

Compatibility

No issues known atm.

Credits and Thanks

  • ThallionDarkshine

Author's Notes

You'll also need my transitions module for this script to work, as well as this dll.
« Last Edit: November 14, 2013, 10:31:27 PM by ThallionDarkshine »

Offline Zexion

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Re: [XP] Event Transitions
« Reply #1 on: November 12, 2013, 04:00:10 AM »
This is an awesome script! I might use it for epic boss battles, lol. Very nice, darkshine!

Offline LiTTleDRAgo

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Re: [XP] Event Transitions
« Reply #2 on: November 12, 2013, 10:14:11 AM »
It's a nice script, Thal :)

why didn't you use Game_Character instead Game_Event?
that way you can also use this script to Game_Player as well

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Offline ThallionDarkshine

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Re: [XP] Event Transitions
« Reply #3 on: November 12, 2013, 01:36:00 PM »
Yeah, i realized a little while after i wrote it that i should've added in support for the player, as well as events other than the current event. I'll fix that after i get back from school.

Edit - And update to v1.1. You can now call fade_out on any event, including the player, instead of just the event you called the method from.
« Last Edit: November 13, 2013, 03:09:49 PM by ThallionDarkshine »

Offline Zexion

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Re: [XP] Event Transitions
« Reply #4 on: November 13, 2013, 08:44:55 PM »
<3
I think you are now added to my list of favorite scripters :P

Offline Heretic86

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Re: [XP] Event Transitions
« Reply #5 on: November 14, 2013, 03:53:43 AM »
We could definitely use a Demo so we can learn from working examples.

Also, dont be afraid to give yourself some credit for creating this!  Typically at the top of the script along with a copy of instructions are good things to include with the script itself.  Its just so people dont have to come to this thread to see the instructions.

Concept is OUTSTANDING!
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Offline ThallionDarkshine

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Re: [XP] Event Transitions
« Reply #6 on: November 14, 2013, 10:14:10 PM »
Transitions module and rgss_addon.dll updated. This will fix many issues with transitioning out events. Also, the demo is done, and should be up in a matter of minutes. In the demo there are a bunch of transitions graphics that i made a while back. These could be used for cool effects in transitioning out sprites.
« Last Edit: November 14, 2013, 10:15:53 PM by ThallionDarkshine »

Offline Heretic86

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Re: [XP] Event Transitions
« Reply #7 on: November 18, 2013, 04:37:46 PM »
A touch of humor in the demo as well, I love it!
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Offline Heretic86

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Re: [XP] Event Transitions
« Reply #8 on: November 21, 2013, 05:01:52 AM »
Okay, now that I've had a chance to examine the demo and script...

First Bug: Fade in.  fade_in([8, 40], @event_id) caused the Event Graphic to get stuck and no transition occurs

Next minor bug: After going into Battle then coming back to the Map, the Event is visible again after it disappeared.

F12 causes crash.  /shocked

Next minor recommendation: might change the name of the DLL file so it is more descriptive as what its purpose is.  Event Transitions.

Questions:

Can these effects be applied to Battler Sprites as well as a replacement for the default death animation?

Can these effects be applied to multiple events or other objects simultaneously?

Can the effect be applied to other Sprites, like background?  

Not sure if Game Screen is even possible... and that may just be too much.  But for subtle effects that loop, like underwater distortion, or even Battle Transitions...  I'll just stick with stuff like Backgrounds and Panoramas unless you want to take a crack at Game Screen...

« Last Edit: November 21, 2013, 01:10:02 PM by Heretic86 »
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Offline ThallionDarkshine

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Re: [XP] Event Transitions
« Reply #9 on: November 21, 2013, 01:33:29 PM »
First Bug: fade_in only goes up to 7. This is because some of the transition out modes do not look good with transition in at all. There is a separate section of the instructions for fade_in

Second Bug: I will work on fixing that. I just need to put an array in $game_map that stores which events have already been faded out. Though an alternative would be just creating another page with self switch: a as the condition.

F12: If you want to stop crashes, just use the F12 fix script i posted earlier.

DLL File: It's used for every one of my scripts, so i just keep it named rgss_addon.dll.

Battler Sprites: Yes, that's my battler transitions script.

Multiple Events: Yes.

Other Sprites: Yes, you would just need some scripting knowledge. Syntax would be:
Code: (ruby) [Select]
Transitions.transition_out(SPRITE, PARAMETERS_NOT_AS_ARRAY)
Transitions.transition_in(SPRITE, PARAMETERS_NOT_AS_ARRAY)
Though some of the transitions are not easily reversible so you would have to save the state of the sprite before transitioning it out if you want to transition it back in.

Offline Heretic86

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Re: [XP] Event Transitions
« Reply #10 on: November 21, 2013, 04:28:47 PM »
Ok, got me thinking, why not just change the events opacity to 0 at the end of the animation when fading out?
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)