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underwater screen tint

Started by ahref, March 15, 2008, 09:13:53 PM

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ahref

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

  • ability to choose wether or not to apply this effect based on map id
  • a safety feature that makes sure the tint doesnt go so far as to make it impossible to see

Mockups



but vertically :D

heres an underwater map at its current stage:


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




Did you search?
yes

Where did you search?

What did you search for?

  • tint by depth
  • tint by position

Arrow

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.

Zylos

Couldn't you just use something similar to this as your map background? This way, it will grow darker as you dive deeper.




ahref

that would apply only to the background. with tint it would apply it to the whole screen

Leventhan

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 my own VX game.[/spoiler]
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.

Be kind, everyone you meet is fighting a hard battle.

ahref

thats no problem stealing the idea but if you find a way to do it GIMMIE lol

Garge

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][/spoiler]

ahref

#7
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