![]() As in the image I have the code for the shade. You need one of the event to be the shade control event. ![]() All this must be enter as a comment or it will not work. The larger the number, the brighter the light will be. Opacity: (0-255) Pick a number in the range. For example, "light" or "lantern_down") (All the image names here must be enclosed with quotation marks.) Comma Here ![]() Name: (This is the name of the light graphic found in the light folder at Graphics/Lights. It can be found in the top left corner of the event. This may not be what the starting number is but it works for me.) (Every light event on the same map must have different id's. Id: 50 Comma Here (This is the light event id, not the event id! I started at 50. The comment code is a little more complex than the shade code, but nothing to frown at. Just like the control event, the light event (which can be the control event too) is also set to parallel process.ĩ. For now just going to explain the light events.Ĩ. You can continue on from here or create another event for your lights.ħ. The larger the number the more "blue" the shade will be. The larger the number the darker the shade.īlue: (0-255) Pick a number in this range. For me the control event created my shade. In the code of the control event pick "comment".Ĥ. All light events must be set this way if you want them to work in the "background".ģ. ![]() Set the event trigger to parallel process. I call this event the control event for later reasons.Ģ. Go to a map that you want lights in follow these steps.ġ. Put this folder in the graphics folder of your game.Įdit: To get the folder of your game simply start the editor with your game and click on the Game tab and click Open Game Folder. This folder contains all the graphics for the lights. Place these two new scripts in your scripts below material and above main.įrom Victor's website or somewhere else download the Lights folder. Then download Victor Engine - Light Effects This is necessary for the lights and comment call to work. I only know the Event Light effect at the moment and will post more in the future after I learn them.įind and download Victor Engine - Basic Module This is a must. I recently learned how to use Victor Sant's Light Effects and I thought everyone could use it. That way our player will stay still until the menu is closed.*Edit: With this I am using Victor Engine - Basic Module v1.20 We don’t really want our character to wander into danger while the menu is open, so let’s include a move route to make our player wait the same amount of frames as when a button is pressed. If you were to playtest at this stage, you’d find that our character can still move around while the menu is open because our common event is a parallel process. For this menu, let’s have it loop around, so if our player holds the left button down it will loop from the first option to the last option. Since there is a set min and max for the variable (the first option and the last option), we also need some conditional branches to check if our variable goes above or below those limits and set it to an available number. A short wait after a button is pressed will help slow the process down to a manageable speed and make it easier for our player to stop on the option they want. We can use conditional branches to check if the ‘left’ or ‘right’ buttons are pressed, and add or subtract 1 to our menu variable to change the selected menu option. By putting this part all into a loop, our player will be able to move around the menu as much as they want since the control conditional branches repeat. With our menu visible, we can move on to the interactive part.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |