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Fading and Getting a Song to Play Through Battles

Okay, first a question: In order to get the game to fade out, you use

@>Change Screen Color Tone: (-255, -255, -255, 0) @[n]
@>Wait: [n] frame(s)

Right? And to get it to fade in you use:

@>Change Screen Color Tone: (0, 0, 0, 0) @ 
 
For the former, you might want to wait a little more than [n] frames, reason being it will change to black then immediately back to white (try [n+40], e.g., for a 2 second fade). If that doesn't do it, it might be a problem with a some kind of script?

For the latter, this topic has the information you need.
 
Something I should have mentioned is that [n] is always 40 frames or longer since one second is too short. The problem here is that in one cut scene, I was tired of it not working so I bumped it up to 100 frames (which should be five seconds) yet it still just turned the tint back to normal (although that might have to do with another event I have for turning the tone back to 0 since the tone for outside was changing).

You know, I had forgot all about that event. I'll probably set it up so it won't work when I don't want it to and it'll fix it. Given how it was a parallel process, it was probably interfering with everything else. I probably just wasted your time with this.

Thanks.
 
Try changing this line:
$game_system.bgm_play($game_system.battle_bgm)

to

unless $game_system.battle_bgm == nil
$game_system.bgm_play($game_system.battle_bgm)
end


It may require setting the default battle BGM in the database to nothing to work.
 
Unless I'm missing something, that changes the battle BGM. I'm talking about that battle whoosh that plays when you first enter a battle (that you can't change from the database for some reason). If I set the Battle BGM to none, it just wouldn't play anything.
 
Okay, I don't know how I missed that but what I need is some way to change it to (none) for a section then change it back. This should be as easy as changing any other SE or BGM but sadly RMXP doesn't offer that.

All I'm trying to do is get the BGM of a map to flow into some battles for a certain section (Chrono Trigger does it when you learn about Lavos and FFX does it in Zanarkand).
 
Changing the SE to none is quite simple.
If you don't want to mess around with scripts too much,
just change:
Scene_Map, line 173
Code:
$game_system.se_play($data_system.battle_start_se)
to
Code:
$game_system.se_play($data_system.battle_start_se) if $game_switches[SWITCH_NUMBER] == false

SWITCH_NUMBER is the id of the switch to turn off the Transition SE.
If the switch is on, the SE is disabled.

With a flick of a switch, the SE is disabled! :D

= all in theory btw lol
 
Good news: The command works!

Bad news: It still stops the BGM. For reasons unknown to me, I think they made what I'm trying to do not possible. If it isn't possible, then the makers of RMXP are morons and the scene I want to do it for will lose a bit of it's epicness.
 
I'd hardly call them morons.
Are you sure that while testing the other methods, you didnt leave a
Change Battle BGM: '', 100, 100
in your event?
Because thats very strange for it to disable both of the sounds, when theyre seperate.

EDIT: If you're having troubles with the screen tint, check that you aren't using a realtime system.
(Hahaha, I had the same problem, should this be the case!)
 
True, that is a little harsh. Still, I've seen it done in several games even early ones so you'd think they'd let you do that.

I'm positive. What really bugs me is that the Battle BGM can play seamlessly into the map but you can't get the map's BGM to play seamlessly into combat. If you can do one, you'd think you'd be able to do the other.

What does that have to do with anything? I haven't asked a single question about screen tint.
 
Hmm, it shouldn't be this problematic, as I'm pretty sure others have had and resolved this issue before.

Did the method in the other topic work? If you only want it to do so during one scene, you can use the switch method ZenVirZan proposed.

Instead of commenting out the "$game_system.bgm_stop" and "$game_system.bgm_play(...)", you would add an if statement before, and turn it on during the occasions you want seamless music:
if $game_switches[ID] == false
 

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