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Hello!
I got a problem I can't solve on my own in my RMXP game. I'm using the Dynamic Day and Night System (DDNS) by Blizzard. In the cities there are of course lights/laterns turned on at night.
So I made a simple "light glowing" with Gimp, just a circle fading out from the inner to the outer. Now this light shall appear when the "night" switch is turned on - so far no problem. But it's layered above the lower part of the laterns, fences and other things around, even above the player.
So, how do I get this light completeley into layer 2, since it's in the event layer by default?
Or does anyone have a better idea to get a glow effect?

A possibility would be to actually put together for example the light and the latern pole on one tile - But that would be a lot of work on long term.

Thx in advance.
 
I use fogs for my DNS. Unfortunately, it's quite a stationary and not quite so dynamic glow. I believe it was "Kraft" who I read a tutorial from that I learned how to do so.
Heres my result:

ev1.png

There is a way to make the light source less static, I was just too lazy to implement it. :p
I'll try and look for the tutorial for ya.

Edit: It seems Kraft actually made a different technique then what I was thinking of, but it does use events as you first tried. So, you can take a look at it if you'd like.
Here it is!
http://www.rmxp.org/forums/viewtopic.php?f=9&t=24961&hilit=Light
 
Well, I wanted a little less static way. Since the day/night script doesn't use fogs, that will be a problem anyways.

It is the option to make things like fogs and charsets Add or subtract their colors from whatever is behind it.
Well, that's the clue. But instead of using fogs, charsets seem to be good. When selecting the character file, set "Blending" to "add". The result is pretty good: http://rapidshare.com/files/183712968/s ... 1.png.html
A little fine tuning and the right "walk and turn" animations and this might look pretty good. :)
 

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