*I'm terribly sorry if this wasn't allowed in here.
I'm just trying to help as many as I can with this. ^.^*
Now the original was created by YasoNoShirabe, but her tut was down in image wise and I thought I could 1: bring it back and 2: spice it up a bit by showing you how to make the thunder hit somewhat randomly. I'd like to thank and credit YasoNoShirabe for helping me though. I learned from her tut before the images were down. She made it up, I'm just revising it a bit and putting it up.
*Check bottom for screenshots of what this can do*
Creating a convincing storm!
First, I'd like to bring up YasoNoShirabe's fact of storms. Just using the weather effect won't be enough. Do you want your storm to be real feeling? To act like a real storm? Well, this tut will show you how because a simple rain shower won't do in a video game!
Make a map to put the storm on!
First, in my map, I used "Port Town" it comes with XP. If you wish to just try it out, just put down some grass and move on, kay? But here is what I got. I just wanted a basic map just to show you guys how to do this:The Storm Effect can't be alone!
I realize that this neat little effect is cool on it's own, but only if you are making it shower out. So, let's click that button:
Set it to rain and whatever else setting you want. If you want it weaker, make the numbers go down and if you want it stronger, pull the point up to increase the power of the storm. Once that is done...Make it seem real!
So, we want this storm to feel threatening and real, correct? We'll need to go into the tint area of the event pages:
Set it the way you want it to be. When I get the demo up, you could always use my settings. Although I would go back and make it a little less dark. But eh, whatever. Once you are done, we'll create a more "stormy" air feeling.Creating the actual finishing touches!
Adding fog can really spice this up! It could do so many things in your game! And right now, fog will make it look like the air has a stormy feel. Have you've ever been out in one? Well, if you have, you'll know why we need this
You can access the fog by going into the "EVENT" page and clicking the "2" page. Now, you'll see on the left side a button that says: "Change Map settings" click it and click the middle one called "Fog" and then select "FOG1". Its the best one
Set it to the opacity you wish and click "OK"Sounds, effects and more!
Creating the sounds of a storm can help make the moment feel real, ya know? First, we'll need to get the sound effects by going into the "EVENTS" page and click the "2" page. Now, on the right to the bottom, you'll see a button that says: "Play SE" click that and pick "Thunder 1" it's the best one to pick, but feel free to pick your own.
You could always go and download different sounding thunder as well.
We'd also like to see some lighting strike, right? You can do this by creating events and then having the animation hit that event by selecting it's target. It would also feel better if we put in some screen shakes and screen flashes. Shakes can be accessed this way:
Making it flash is in the same page as "Screen Shakes". So once you are done setting the flash and shakes, we can now test it out! Assuming you know how to create events...if you don't know how to access the event page, then you need more help than I can offer >.<
Now, if you want the storm to start off immediately, make the "TRIGGER" checked as "Parallel Process
". It will make it rain as soon as you play/enter the map! Have any questions, feel free to ask :>
Another way of creating a storm, by "Bug Catcher Swift":
Instead of creating half a dozen different events for the lightning to strike at, you could make it randomly strike anywhere on the map with a small edit to that system;
To make your lightning strike at random on the map, make one event only, and make two variables, let's call them "Storm X" and "Storm Y", and set them to a random number based on the size of your map. (ie. If your map is 25 by 25 tiles in size, both variables would be random from 0 and 24, since 0 is counted as the first number). Then it's as easy as setting the event location to those variables, then displaying an animation at the event.
Here's an example of what the event page should look like, with comments included to help explain:
(click to show/hide)
This is untested and purely theory, btw.