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Shatter Transitions

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Shatter Transitions
Version: 1.0
Author: modern algebra
Date: May 12, 2010

Version History


  • <Version 1.0> 05.12.2010 - Original Release

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:
  • Zoom In - this simply zooms in quickly on the player
  • Vertical Blinds - screen splits into 8 vertical bars and they alternate, one moving up and the next moving down
  • Horizontal Blinds - screen splits into 8 horizontal bars and they alternate, one moving left and the next moving right
  • Horizontal Curtain - Screen splits vertically down the middle; the left side slides to the left and the right side slides to the right
  • Vertical Curtain - Screen splits horizontally down the middle; the bottom slides down and the top slides up
  • Rotate & Shrink - the whole screen rotates and shrinks
  • Grid Rotate & Shrink - the screen is divided into a 4x4 grid, and each piece rotates and shrinks individually
  • Shatter & Fall - the screen shatters according to its image and the pieces rotate & fall at varying speeds
  • Shatter & Shrink - the screen shatters & the pieces rotate & shrink
  • Shatter Pivot Collapse - the screen shatters and the pieces rotate 90 degrees from one edge
  • Shatter Motion - the screen shatters and the pieces will move up, down, left, or right at varying speeds depending on the image.
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

  • Allows for some neater transitions
  • Can also turn on RMXP style transitions, which puts the scene being transitioned to directly behind the transition, instead of a black screen
  • Can easily create your own shatter images
  • Options to reduce lag
  • Everything important in the script is controlled by in-game switches and variables

Screenshots




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. 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 with some sample shatter images, if you don't want to download the demo.

Credit


  • modern algebra

Thanks

  • Skies of Arcadia, for having this feature

Support


Please post here at RMRK for support.

Known Compatibility Issues

No currently known compatibility issues.

Demo


See attached.

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.
« Last Edit: May 12, 2010, 09:20:40 PM by modern algebra »

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Sweet! This is a simple yet awesome visual effect that definitely adds good flare to a game. =D




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Looks way better than the default transition. Way, way better.




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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 :(

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This script is pure awesome.  ;D

You are the smartest person I know.

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I have just gone blind from overexposure to your pure awesomeness!

I mean that.
:tinysmile:

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I'm glad you guys like it!

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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?

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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.

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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).

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I apologize for the super bump, but I was just wondering if there is a chance of this being ported in RMVXA?


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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.

UPDATED 05-29-14


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