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RMRK RPG Maker Creation => VX => VX Scripts Database => Topic started by: modern algebra on May 12, 2010, 09:15:39 PM

Title: Shatter Transitions
Post by: modern algebra on May 12, 2010, 09:15:39 PM
Shatter Transitions
Version: 1.0
Author: modern algebra
Date: May 12, 2010

Version History



Description


This script allows you to have more dynamic battle transitions that directly change the on-screen image, rather than simply blend it as normal transition graphics do. It also includes a feature to use RMXP style transitions, meaning that the next scene will show up behind the transition instead of simply being black.

There are 11 new types of transitions:
Shatter Image Transitions: the last four require shatter images and will split into a number of pieces depending on how the image is set up. See line 67 for instructions on image setup. Also, some of these may lag on slower computers, so if you are worried about that, then only use the first 7 transition types or use shatter images with less pieces. You can also try to just turn off rotation, since that is the most likely culprit - the configurable options in the script allow you to set a switch that, when ON, will turn rotation off.

Features


Screenshots

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F3424%2Fshatterscreen.png&hash=8f950ac2b02d96b48499d307bc20ff03c75a0586)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg693.imageshack.us%2Fimg693%2F3608%2Fshatterscreen2.png&hash=1482f0cf91b095d9f90bc342851901ebba636240)

Instructions

Please see the header of the script.
Shatter Images must be placed in the System folder of Graphics.

Script


The script is rather long. It's attached as a demo (http://rmrk.net/index.php?action=dlattach;topic=38589.0;attach=20354). I recommend looking at the demo to see them in action and how to set them up. However, I have attached it as a text document (http://rmrk.net/index.php?action=dlattach;topic=38589.0;attach=20352) with some sample shatter images (http://rmrk.net/index.php?action=dlattach;topic=38589.0;attach=20351), if you don't want to download the demo.

Credit



Thanks


Support


Please post here at RMRK for support.

Known Compatibility Issues

No currently known compatibility issues.

Demo


See attached (http://rmrk.net/index.php?action=dlattach;topic=38589.0;attach=20354).

Author's Notes


I am terrible when it comes to graphical features; the coding for these effects are kind of a hack job and the effects themselves are kind of weak. Sorry. If you have any ideas on how to improve the existing algorithms, or if you would like to see a new feature, I would love to hear about it.

Also, if any of you make your own shatter images, I would love it if you shared them here.
Title: Re: Shatter Transitions
Post by: Zylos on May 12, 2010, 09:23:04 PM
Sweet! This is a simple yet awesome visual effect that definitely adds good flare to a game. =D
Title: Re: Shatter Transitions
Post by: cozziekuns on May 12, 2010, 09:51:45 PM
Looks way better than the default transition. Way, way better.



Title: Re: Shatter Transitions
Post by: modern algebra on May 13, 2010, 01:48:20 AM
Thanks guys :D

I have a feeling that the rotating ones generate lag, but I don't have any bad computers I can test it on :(
Title: Re: Shatter Transitions
Post by: Rexilia on May 13, 2010, 07:24:11 PM
This script is pure awesome.  ;D

You are the smartest person I know.
Title: Re: Shatter Transitions
Post by: EvilM00s on May 14, 2010, 12:43:09 AM
I have just gone blind from overexposure to your pure awesomeness!

I mean that.
Title: Re: Shatter Transitions
Post by: modern algebra on May 18, 2010, 09:14:28 PM
I'm glad you guys like it!
Title: Re: Shatter Transitions
Post by: tSwitch on June 24, 2010, 07:51:16 AM
I'm going to bump this with a question for you modern.

What would I use in a script call if I wanted to execute one of these transitions as a map transition temporarily?
Title: Re: Shatter Transitions
Post by: modern algebra on June 24, 2010, 10:53:56 AM
You would probably want to put it into the perform_transition method of whatever scene you are wanting to call, and put in a code like this:

Code: [Select]
      if prepare_shatter_transition (shatter_type)
        Graphics.transition (0)
        execute_shatter_transition
      end

To replace the regular: Graphics.transition (15)

What you replace will depend on where it's coming from though.
Title: Re: Shatter Transitions
Post by: tSwitch on June 24, 2010, 05:26:35 PM
it'd be Scene_Map to Scene_Map, but only when through a particular type of event (not a transfer between maps normally via event).
Title: Re: Shatter Transitions
Post by: Nessiah on April 30, 2014, 05:07:18 AM
I apologize for the super bump, but I was just wondering if there is a chance of this being ported in RMVXA?
Title: Re: Shatter Transitions
Post by: exhydra on May 31, 2014, 12:49:55 AM
I apologize for the super bump, but I was just wondering if there is a chance of this being ported in RMVXA?

Updated for VXA here (http://rmrk.net/index.php/topic,49183.new.html#new).