Drago - Tilemap Effect
Authors: LiTTleDRAgo
Version: 1.00
Type: Tilemap Enhancement
Key Term: Game Utility
IntroductionScreenshot tells everything
Features
- Grayscaling the tilemap
- Inverting the tilemap
- Change the tilemap hue
Screenshots(http://4.bp.blogspot.com/-T5P7RLC6M4Y/UvoIIaVkHEI/AAAAAAAAAaI/nhIqk-vmcWw/s72-c/tilemap+effect.JPG) (http://4.bp.blogspot.com/-T5P7RLC6M4Y/UvoIIaVkHEI/AAAAAAAAAaI/nhIqk-vmcWw/s1600/tilemap+effect.JPG)
ScriptClick (http://littledrago.blogspot.com/2014/02/rgss-drago-tilemap-effect.html)
InstructionsIn the blog
CompatibilityNot compatible with RMVX
Credits and Thanks
Author's NotesEnjoy~
Can I suggest to add something like the $game_screen.start_tone_change(tone, frames) but with the tilemap hue?
I did a similar script some time ago (only the hue part) but I did not implement this either. I think this could be interesting, I mean hue changes allow you to do more accurate ambientations in parallel with the tone change, but I don't know if this generates lag.
yes, it will generate lags, especially at the map with huge tileset image.
every time the script tried to create a cache, the game will froze for a while,
so animated effect change is practically out of question unless you use a tilemap rewrite.
if you looking for tilemap tone change, you can look at >>this<< (http://forum.chaos-project.com/index.php/topic,13819.0.html) instead.
it's using F0's tilemap rewrite in Custom Resolution.
Nice script but you'll have to rewrite the invert and Grayscaling into a dll file to get rid of the lag. At least that is what I did 2 months ago. All I know is RPG Maker was never designed for all these graphical stuff which is why it lags so much.
you can insert Whiteflute's Bitmap-EX (http://www.whiteflute.org/wfrgss/?vrp=1,24) above Drago - Core Engine to avoid lags for invert & grayscale
Oh, okay then you can do that too lol. :P