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Maintaining adjusted weather, fog and panorama when transfering to new map

Here is my situation:
I have a scene where my character walks along a cliff top and part way along a situation occurs that causes it to rain and become foggy. I also change the panorama graphic at this point but do not like the way it just suddenly changes from mountains to clouds. I then need my character to leave this area and I want the new area to have the same fog, rain and cloudy panorama.

hope your with me still...

I use the mountain panorama for my mountain tileset, but this means when my character first appears in the new location there is a short second where the panorama is a mountain and there is no fog, I have set up an event that auto runs to place the fog and cloudy panorama, but I don't like the split second where you can see the original panorama and have no fog. Is it possible to set a scene before the character appears? Would I have to create an identical mountain tileset, one with fog and cloudy background.

I have been unable to find any similiar help, so your help would be much appreciated.

Many thanks.
 
Lol..I am finding it hard to explain...
Basically Ihave my mountain tileset set to have the mountain panorama and fog at 0 opacity as the norm, but due to an event in game I have fog at 100 opacity and the panorama changed to the cloudy picture, when my character transfers to the adjoing map, that uses the mountain tileset I have a short moment where the original panorma and fog settings occur. I have set up an autorun event that happens as soon as the map appears, but it appears to be happening a few frames to late ruining the effect of seamless weather, panorama and fog.
 
This is pretty easy actually. make an event that actives by player touch. in this event make a switch called "fog." Make a new event that actives by parallel process and condition: switch: fog.

To make fog you'll need to find the button "Change Map Settings" on page 2 of Event Commands. Then check the Fog Graphic bubble, and select a fog graphic you would like to use.
---------------------------------------------------------------------------------------

1st Event:
Condition:None
Trigger:Player Touch
List of Event Commands:

@>Control Switch:[Fog]=ON
@>Control Self-Switch: A=ON

make a new page make condition: Self-switch: A is ON.
---------------------------------------------------------------------------------------

2nd Event:
Condition: Switch: Fog is ON
Trigger: Parallel Process
List of Commands:

@>Change Map Settings:Fog ="img choice", 0, 100, Normal, 200, 0, 0
@>Set Weather Effects: Rain, 5 @200

---------------------------------------------------------------------------------------

it's that easy.
 

poccil

Sponsor

I've come up with a solution.  Here's an example.

Code:
@>Prepare for Transition
@>Transfer Player:[???: ???], (???,???), No Fade
@>Change Map Settings:Panorama = '006-Mountains01', 0
@>Change Map Settings:Fog = '007-Water01', 0, 64, Normal, 200, 0, 0
@>Execute Transition

Just put the transfer, panorama, and fog in between the  "Prepare for Transition" and "Execute Transition" event commands.
 
Thank you poccil, I tried something like that and I still had a short flicker of the tileset original settings, I shall try your example.

Thanks Souloux, I am already able to do what you described, my problem is when I transfer my player to a new map, any commands used to load my fog setting and cloud panorama appear a few seconds after the original map settings. (I am adding fog and cloud panorama as soon as player arrives at new map via an autorun event) I would like to be able to set the map settings before the map loads.

I have probably overcomplicated the situation, how do others maintain a loaded panorama and loaded fog that doesn't usually exist on the tileset when changing to a map that uses the same tileset?
 
Thanks guys, yes selecting no fade is the key here, works like a dream now.

I feel like I am slowly getting the hang of it. I wish I had found out about RPG XP maker sooner, although feel that I am now abandoning Vanguard SOE, I need to split myself in two so as I can do both.
 

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