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RMRK RPG Maker Creation => Requests => Script Request => Topic started by: ahref on March 15, 2008, 09:13:53 PM

Title: underwater screen tint
Post by: ahref on March 15, 2008, 09:13:53 PM
Underwater Screen Tint
15/3/08



Summary
in my current giaw project you can explore underwater in a diving suit to search for treasure. my underwater maps are working correctly but they dont look underwater. what i require is a script that changes the tint of the screen so that the further you go underwater the more blue the screen gets.

Features Desired

Mockups

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi25.photobucket.com%2Falbums%2Fc69%2Fiframe%2Fblue.png&hash=eaa33080ab003a65ad6ca5f923715c6425ce1b2e)

but vertically :D

heres an underwater map at its current stage:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi25.photobucket.com%2Falbums%2Fc69%2Fiframe%2Funderwater.png&hash=ae41468970c03cfd3a69f9256775a96020a0bb0e)

Games its been in
none that i know. although sonic 2 chemical stage :D



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Title: Re: underwater screen tint
Post by: Arrow on March 15, 2008, 10:44:18 PM
Groovy! I would aim for a bit of a darker, greener, murkier blue though, for realism. Past that it's wicked cool, you had a good idea.
Title: Re: underwater screen tint
Post by: Zylos on March 15, 2008, 11:08:12 PM
Couldn't you just use something similar to this as your map background? This way, it will grow darker as you dive deeper.
Title: Re: underwater screen tint
Post by: ahref on March 15, 2008, 11:11:36 PM
that would apply only to the background. with tint it would apply it to the whole screen
Title: Re: underwater screen tint
Post by: Leventhan on March 16, 2008, 01:30:54 PM
You know, this might be possible in events-by moving the tint slowly somehow or a picture that has a blue gradient on it.
I said that, but I'm still finding out how myself.
Spoiler for .:
For my own VX game.
OR
Use the new moghunter's VX transition script and somehow modify it so it transitions slowly the deeper the character dives.

Anyways, good idea there. :)
lol I might steal it.
Title: Re: underwater screen tint
Post by: ahref on March 16, 2008, 01:44:19 PM
thats no problem stealing the idea but if you find a way to do it GIMMIE lol
Title: Re: underwater screen tint
Post by: Garge on March 16, 2008, 02:19:35 PM
Just use an event running on parallel process, have it set a variable to character's map Y, and break up the stages of tint like so:

@> Control Variables: [0002:PlayersY] = Player's Map Y
@> Conditional Branch: Variable [0002:PlayersY] == # (whatever to map Y is you want  the tint to change at)
      @>Tint Screen (0,0,0,0), @60
      @>
 :    Else
      @>
 :    Branch End

Then just copy the Conditional Branch as many times as you want to change your tint.
Spoiler for:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F7437%2Feventmd9.th.png&hash=b9225f214b29af4301bfeda3372c2f0a7ac294a9) (http://img521.imageshack.us/my.php?image=eventmd9.png)
Title: Re: underwater screen tint
Post by: ahref on March 16, 2008, 02:30:39 PM
ahh that works. :D

seeing as its GIAW and im running low on time ill just tint the screen to one color for now :D