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| Yerry's VX Refmap Mapping Tutorial | |
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+12Nefusa 7 LowlingLife Oscar chacha_cherr Yaden fachiru nisamerica el_musketeer Ghozy_King TheoAllen Ashura yerry_great 16 posters | |
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yerry_great @> Moderator
Posts : 1251 Thanked : 15 Engine : Multi-Engine User Skill : Very Beginner Type : Jack of All Trades
| Subyek: Yerry's VX Refmap Mapping Tutorial 2011-04-14, 13:43 | |
| First topic message reminder :Yerry's VX Refmap Mapping Tutorial By : yerry_great
Iseng post tutorial tentang mapping, Sorry kalo mapping gw jelek dan tutorial ini sedikit ngawur. Maaf jika ada kesalahan What is refmap?Refmap itu salah 1 dari graphic style dalam RPG Maker yang biasa dikenal dengan Mack & Blue (CMIIW). Tileset refmap dapat di download langsung dari websitenya di http://www.tekepon.net/fsm/modules/refmap/ Village Part 1Tint ScreenShadow TutorialThomas Edison VX TutorialWaterfall Tutorial Waterfall itu adalah air terjun (semua juga tau ). Okay 1st lihat gambar dalam spoiler dibawah ini. - Spoiler:
https://i.servimg.com/u/f20/14/90/53/13/waterf10.jpg << Direct Link Bisa bedain kan gambar sebelah kiri dan sblah kanan. Yang kiri itu lbh natural dibanding yang kanan. Natural itu kelebihan dari refmap. Bukit dibuat acak-acakan, penempatan pohon juga random, terdapat rumput, tanaman, dan bunga. Aliran sungai juga dibuat nggak lurus ( seperti gambar kanan yang datar bgt ) . Aliran air juga boleh dibuat cabang, akan lbh terlihat alami. Gambar kanan adalah mapping yang harus di hindari dari mapping refmap. Kita harus memaksimalkan penggunaan tileset di refmap. Kalo bikin kayak gtu kan klihatannya datar bgt dan ga berkesan natural. EventSupaya air terjun terasa hidup, harus dibuat beberapa event sebagai pendukung wajib Pertama adalah kedua ujung air terjun (Lihat gambar atas). Jangan lupa kedua event tersebut dibuat stepping animation supaya bergerak saat bermain. - Spoiler:
Selain ke 2 event tersebut kita juga boleh menambah beberapa event tambahan seperti kupu-kupu. - Spoiler:
Contoh WaterfallContoh dari project gw. Soalnya males buat lagi. Nyomot dari project aja deh. - Spoiler:
https://i.servimg.com/u/f20/14/90/53/13/aeon_w10.jpg <<< Direct Link
Saya bakal update tutorial bwt map yang lain . Demikian tutorial ngawur saya Maaf jika ada kesalahan. Thx atas perhatiannya
Terakhir diubah oleh yerry_great tanggal 2012-01-04, 17:52, total 2 kali diubah | |
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yerry_great @> Moderator
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| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2011-04-25, 21:55 | |
| @Sid Iya semacem itu sih. Biasanya mapper" si pake itu. Nih gw kasih gambar biar tambah jelas apa gunanya Shift itu | |
| | | nisamerica Living Skeleton
Posts : 1668 Thanked : 25 Engine : RMVX Skill : Very Beginner Type : Artist
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| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2011-04-25, 22:00 | |
| ASLI.... Calon cendol..... *speechless* Ternyata buat nutupin ketidakrapihan map tuh pake SHIFT..... << ketauan ga bisaeun mapping VX Kalo XP ga ada fitur gitu ya? Soalnya kan pake layer Sayang cendol udah dijanjiin buat Aegis dulu, 2 hari lagi ya | |
| | | yerry_great @> Moderator
Posts : 1251 Thanked : 15 Engine : Multi-Engine User Skill : Very Beginner Type : Jack of All Trades
| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2011-04-25, 22:10 | |
| Walah Thx".. BTW, aku udah lama ga megang XP jadi ga experimen Itu teknik Shift kayak nya udah umum kok dikalangan mapper VX tapi keknya di sini jarang yang tau yah | |
| | | nisamerica Living Skeleton
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| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2011-04-25, 22:23 | |
| Bukan, bukan, yang lain mungkin dah pada tau semua kok, kek Shika, NR, Milan, Eve dll, cuma gwa nya aja yang nubi2 ga jelas, wong megang RM aja baru berapa bulan, itupun ga pernah mapping Always learn something new everyday~ | |
| | | fachiru Sherlockian
Posts : 634 Thanked : 6 Engine : RMXP Skill : Beginner Type : Writer
| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2011-04-25, 22:24 | |
| wogh nice tutorial kaka ternyata berantakan lebih natural (sempet ragu) (hidupku berarti natural yah hm hm ) yg XP ditunggu | |
| | | yerry_great @> Moderator
Posts : 1251 Thanked : 15 Engine : Multi-Engine User Skill : Very Beginner Type : Jack of All Trades
| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2011-04-25, 22:30 | |
| @sid Lu baru brp bulan aja uda jago @fach BTW, Berantakan ada aturannya lho Hmm, Refmap ga ada di XP. Mungkin tut yang XP kapan" aja gw buatnya Thx 4 comment | |
| | | Yaden Legendary
Posts : 2056 Thanked : 17 Engine : RMVX Skill : Very Beginner Type : Artist
| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2011-04-26, 00:50 | |
| - Quote :
- Berantakan ada aturannya lho
bukannya disebut berantakan karena ndak ada aturannya, ya?? wow, nice tuts.. entah kenapa mapper yang bener2 mapper sama developer yang mappingnya baisa aja itu beda.. mapper yang bener2 mapper mah mapnya bener2 keren.. contohnya ya seperti anda ini.. tutsnya umum sih.. tapi perlu juga.. ane sih perlunya gimana cara mapping kayak gitu yaudah deh sukses.. kapan2 bikin tuts map yang laennya, yer.. thx~ | |
| | | el_musketeer Advance
Posts : 540 Thanked : 1 Engine : RMVX Skill : Intermediate Type : Event Designer
| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2011-04-26, 06:15 | |
| cuman mau sedikit menjelaskan aja... sebenarnya guna shift di RMVX itu kek semacam mematikan autotiles pada layer A deh.. keknya begitu bener ga??? | |
| | | yerry_great @> Moderator
Posts : 1251 Thanked : 15 Engine : Multi-Engine User Skill : Very Beginner Type : Jack of All Trades
| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2011-04-26, 10:36 | |
| @Yaden Thx Map saya blm keren kok BTW saya sbnernya eventer, gtw akhir" ini lagi nyasar jadi mapper BTW, thx komennya, sukses juga Hijr nya Nanti di Village part 2 juga di jelasin step"nya @el_musketeer Ya kira" begitu sih Cuma susah gw jelasinnya juga Thx 4 comment | |
| | | yerry_great @> Moderator
Posts : 1251 Thanked : 15 Engine : Multi-Engine User Skill : Very Beginner Type : Jack of All Trades
| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2012-01-04, 15:10 | |
| Tint Screen Udah lama ga update tutorial Tadi di Chatbox si LowlingLife request tutorial Tint Screen. Ya gw bkinin aja sekalian untuk update tutorial ini. Tint Screen itu adalah salah satu Event Command RPG Maker yang cukup membantu gw buat mapping. Tint Screen ini gunanya untuk memberikan kesan waktu / suasana yang ada di dlm map tersebut, contohnya waktu malam, pasti map tersebut gelap. Ya begitulah .__. Pasti yang lain udah pada ngerti sama yg gw maksud kan. Oke deh langsung aja Tint Screenhttp://www.nible.org/images/tintscreen.png - Spoiler:
Tint Screen di Event Command RMVX ada di Tab ke 2 bagian agak bawah. Tinting ScreenSaya akan memberikan contoh yang biasa saya pakai untuk membedakan waktu. Pagi. Red : 10 Green : 30 Blue : 20 Gray : 50 http://www.nible.org/images/pagi.png - Spoiler:
Siang. Red : 30 Green : 50 Blue : 40 Gray : 30 http://www.nible.org/images/siang.png - Spoiler:
Sore. Red : -15 Green : -30 Blue : -40 Gray : 60 http://www.nible.org/images/sorepcp.png - Spoiler:
Malem. Red : -120 Green : -80 Blue -100 Gray : 60 http://www.nible.org/images/malem.png - Spoiler:
Aku juga nemu di google yang mnurutku juga oke - Quote :
- -51,0,0,17 in the dawn
0,0,0,0 in the noon 0,-34,-34,0 in the dawn and -68,-85,-34,0 at night. BTW, bonus nih, knapa di screen shot ku ada kayak daun yg jatuh? Aku pake script Climate by ccoa. Here's the script : Climate by ccoa - Spoiler:
- Code:
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#============================================================================== # ** Spriteset_Weather # VX version by Darkleo; from XP version by ccoa #------------------------------------------------------------------------------ # Weather Types : # 1 - rain # 2 - storm # 3 - snow # 4 - hail # 5 - rain with thunder and lightning # 6 - falling leaves (autumn) # 7 - blowing leaves (autumn) # 8 - swirling leaves (autumn) # 9 - falling leaves (green) # 10 - cherry blossom (sakura) petals # 11 - rose petals # 12 - feathers # 13 - blood rain # 14 - sparkles # # Weather Power and Duration : # See the normal "Set Wheather Effect..." command # # Usage : # Create a call script with the following: # $game_map.screen.weather(type, power, duration) #==============================================================================
class Spriteset_Weather #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(viewport = nil) @type = 0 @max = 0 @ox = 0 @oy = 0 @count = 0 # new @current_pose = [] # new @info = [] # new @countarray = [] # new color1 = Color.new(255, 255, 255, 160) color2 = Color.new(255, 255, 255, 80) @rain_bitmap = Bitmap.new(7, 56) for i in 0..6 @rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1) end @storm_bitmap = Bitmap.new(34, 64) for i in 0..31 @storm_bitmap.fill_rect(33-i, i*2, 1, 2, color2) @storm_bitmap.fill_rect(32-i, i*2, 1, 2, color1) @storm_bitmap.fill_rect(31-i, i*2, 1, 2, color2) end @snow_bitmap = Bitmap.new(6, 6) @snow_bitmap.fill_rect(0, 1, 6, 4, color2) @snow_bitmap.fill_rect(1, 0, 4, 6, color2) @snow_bitmap.fill_rect(1, 2, 4, 2, color1) @snow_bitmap.fill_rect(2, 1, 2, 4, color1) # new wheathers blueGrey = Color.new(215, 227, 227, 150) grey = Color.new(214, 217, 217, 150) lightGrey = Color.new(233, 233, 233, 250) lightBlue = Color.new(222, 239, 243, 250) @hail_bitmap = Bitmap.new(4, 4) @hail_bitmap.fill_rect(1, 0, 2, 1, blueGrey) @hail_bitmap.fill_rect(0, 1, 1, 2, blueGrey) @hail_bitmap.fill_rect(3, 1, 1, 2, grey) @hail_bitmap.fill_rect(1, 3, 2, 1, grey) @hail_bitmap.fill_rect(1, 1, 2, 2, lightGrey) @hail_bitmap.set_pixel(1, 1, lightBlue) color3 = Color.new(255, 167, 192, 255) # light pink color4 = Color.new(213, 106, 136, 255) # dark pink @petal_bitmap = Bitmap.new(4, 4) @petal_bitmap.fill_rect(0, 3, 1, 1, color3) @petal_bitmap.fill_rect(1, 2, 1, 1, color3) @petal_bitmap.fill_rect(2, 1, 1, 1, color3) @petal_bitmap.fill_rect(3, 0, 1, 1, color3) @petal_bitmap.fill_rect(1, 3, 1, 1, color4) @petal_bitmap.fill_rect(2, 2, 1, 1, color4) @petal_bitmap.fill_rect(3, 1, 1, 1, color4) brightOrange = Color.new(248, 88, 0, 255) orangeBrown = Color.new(144, 80, 56, 255) burntRed = Color.new(152, 0, 0, 255) paleOrange = Color.new(232, 160, 128, 255) darkBrown = Color.new(72, 40, 0, 255) @autumn_leaf_bitmaps = [] @autumn_leaf_bitmaps.push(Bitmap.new(8, 8)) # draw the first of the leaf1 bitmaps @autumn_leaf_bitmaps[0].set_pixel(5, 1, orangeBrown) @autumn_leaf_bitmaps[0].set_pixel(6, 1, brightOrange) @autumn_leaf_bitmaps[0].set_pixel(7, 1, paleOrange) @autumn_leaf_bitmaps[0].set_pixel(3, 2, orangeBrown) @autumn_leaf_bitmaps[0].fill_rect(4, 2, 2, 1, brightOrange) @autumn_leaf_bitmaps[0].set_pixel(6, 2, paleOrange) @autumn_leaf_bitmaps[0].set_pixel(2, 3, orangeBrown) @autumn_leaf_bitmaps[0].set_pixel(3, 3, brightOrange) @autumn_leaf_bitmaps[0].fill_rect(4, 3, 2, 1, paleOrange) @autumn_leaf_bitmaps[0].set_pixel(1, 4, orangeBrown) @autumn_leaf_bitmaps[0].set_pixel(2, 4, brightOrange) @autumn_leaf_bitmaps[0].set_pixel(3, 4, paleOrange) @autumn_leaf_bitmaps[0].set_pixel(1, 5, brightOrange) @autumn_leaf_bitmaps[0].set_pixel(2, 5, paleOrange) @autumn_leaf_bitmaps[0].set_pixel(0, 6, orangeBrown) @autumn_leaf_bitmaps[0].set_pixel(1, 6, paleOrange) @autumn_leaf_bitmaps[0].set_pixel(0, 7, paleOrange) # draw the 2nd of the leaf1 bitmaps @autumn_leaf_bitmaps.push(Bitmap.new(8, 8)) @autumn_leaf_bitmaps[1].set_pixel(3, 0, brightOrange) @autumn_leaf_bitmaps[1].set_pixel(7, 0, brightOrange) @autumn_leaf_bitmaps[1].set_pixel(3, 1, orangeBrown) @autumn_leaf_bitmaps[1].set_pixel(4, 1, burntRed) @autumn_leaf_bitmaps[1].set_pixel(6, 1, brightOrange) @autumn_leaf_bitmaps[1].set_pixel(0, 2, paleOrange) @autumn_leaf_bitmaps[1].set_pixel(1, 2, brightOrange) @autumn_leaf_bitmaps[1].set_pixel(2, 2, orangeBrown) @autumn_leaf_bitmaps[1].set_pixel(3, 2, burntRed) @autumn_leaf_bitmaps[1].set_pixel(4, 2, orangeBrown) @autumn_leaf_bitmaps[1].set_pixel(5, 2, brightOrange) @autumn_leaf_bitmaps[1].fill_rect(1, 3, 3, 1, orangeBrown) @autumn_leaf_bitmaps[1].fill_rect(4, 3, 2, 1, brightOrange) @autumn_leaf_bitmaps[1].set_pixel(6, 3, orangeBrown) @autumn_leaf_bitmaps[1].set_pixel(2, 4, burntRed) @autumn_leaf_bitmaps[1].fill_rect(3, 4, 3, 1, brightOrange) @autumn_leaf_bitmaps[1].set_pixel(6, 4, burntRed) @autumn_leaf_bitmaps[1].set_pixel(7, 4, darkBrown) @autumn_leaf_bitmaps[1].set_pixel(1, 5, orangeBrown) @autumn_leaf_bitmaps[1].fill_rect(2, 5, 2, 1, brightOrange) @autumn_leaf_bitmaps[1].set_pixel(4, 5, orangeBrown) @autumn_leaf_bitmaps[1].set_pixel(5, 5, burntRed) @autumn_leaf_bitmaps[1].fill_rect(1, 6, 2, 1, brightOrange) @autumn_leaf_bitmaps[1].fill_rect(4, 6, 2, 1, burntRed) @autumn_leaf_bitmaps[1].set_pixel(0, 7, brightOrange) @autumn_leaf_bitmaps[1].set_pixel(5, 7, darkBrown) # draw the 3rd of the leaf1 bitmaps @autumn_leaf_bitmaps.push(Bitmap.new(8, 8)) @autumn_leaf_bitmaps[2].set_pixel(7, 1, paleOrange) @autumn_leaf_bitmaps[2].set_pixel(6, 2, paleOrange) @autumn_leaf_bitmaps[2].set_pixel(7, 2, orangeBrown) @autumn_leaf_bitmaps[2].set_pixel(5, 3, paleOrange) @autumn_leaf_bitmaps[2].set_pixel(6, 3, brightOrange) @autumn_leaf_bitmaps[2].set_pixel(4, 4, paleOrange) @autumn_leaf_bitmaps[2].set_pixel(5, 4, brightOrange) @autumn_leaf_bitmaps[2].set_pixel(6, 4, orangeBrown) @autumn_leaf_bitmaps[2].fill_rect(2, 5, 2, 1, paleOrange) @autumn_leaf_bitmaps[2].set_pixel(4, 5, brightOrange) @autumn_leaf_bitmaps[2].set_pixel(5, 5, orangeBrown) @autumn_leaf_bitmaps[2].set_pixel(1, 6, paleOrange) @autumn_leaf_bitmaps[2].fill_rect(2, 6, 2, 1, brightOrange) @autumn_leaf_bitmaps[2].set_pixel(4, 6, orangeBrown) @autumn_leaf_bitmaps[2].set_pixel(0, 7, paleOrange) @autumn_leaf_bitmaps[2].set_pixel(1, 7, brightOrange) @autumn_leaf_bitmaps[2].set_pixel(2, 7, orangeBrown) # draw the 4th of the leaf1 bitmaps @autumn_leaf_bitmaps.push(Bitmap.new(8, 8)) @autumn_leaf_bitmaps[3].set_pixel(3, 0, brightOrange) @autumn_leaf_bitmaps[3].set_pixel(7, 0, brightOrange) @autumn_leaf_bitmaps[3].set_pixel(3, 1, orangeBrown) @autumn_leaf_bitmaps[3].set_pixel(4, 1, burntRed) @autumn_leaf_bitmaps[3].set_pixel(6, 1, brightOrange) @autumn_leaf_bitmaps[3].set_pixel(0, 2, paleOrange) @autumn_leaf_bitmaps[3].set_pixel(1, 2, brightOrange) @autumn_leaf_bitmaps[3].set_pixel(2, 2, orangeBrown) @autumn_leaf_bitmaps[3].set_pixel(3, 2, burntRed) @autumn_leaf_bitmaps[3].set_pixel(4, 2, orangeBrown) @autumn_leaf_bitmaps[3].set_pixel(5, 2, brightOrange) @autumn_leaf_bitmaps[3].fill_rect(1, 3, 3, 1, orangeBrown) @autumn_leaf_bitmaps[3].fill_rect(4, 3, 2, 1, brightOrange) @autumn_leaf_bitmaps[3].set_pixel(6, 3, orangeBrown) @autumn_leaf_bitmaps[3].set_pixel(2, 4, burntRed) @autumn_leaf_bitmaps[3].fill_rect(3, 4, 3, 1, brightOrange) @autumn_leaf_bitmaps[3].set_pixel(6, 4, burntRed) @autumn_leaf_bitmaps[3].set_pixel(7, 4, darkBrown) @autumn_leaf_bitmaps[3].set_pixel(1, 5, orangeBrown) @autumn_leaf_bitmaps[3].fill_rect(2, 5, 2, 1, brightOrange) @autumn_leaf_bitmaps[3].set_pixel(4, 5, orangeBrown) @autumn_leaf_bitmaps[3].set_pixel(5, 5, burntRed) @autumn_leaf_bitmaps[3].fill_rect(1, 6, 2, 1, brightOrange) @autumn_leaf_bitmaps[3].fill_rect(4, 6, 2, 1, burntRed) @autumn_leaf_bitmaps[3].set_pixel(0, 7, brightOrange) @autumn_leaf_bitmaps[3].set_pixel(5, 7, darkBrown) @green_leaf_bitmaps = [] darkGreen = Color.new(62, 76, 31, 255) midGreen = Color.new(76, 91, 43, 255) khaki = Color.new(105, 114, 66, 255) lightGreen = Color.new(128, 136, 88, 255) mint = Color.new(146, 154, 106, 255) # 1st leaf bitmap @green_leaf_bitmaps[0] = Bitmap.new(8, 8) @green_leaf_bitmaps[0].set_pixel(1, 0, darkGreen) @green_leaf_bitmaps[0].set_pixel(1, 1, midGreen) @green_leaf_bitmaps[0].set_pixel(2, 1, darkGreen) @green_leaf_bitmaps[0].set_pixel(2, 2, khaki) @green_leaf_bitmaps[0].set_pixel(3, 2, darkGreen) @green_leaf_bitmaps[0].set_pixel(4, 2, khaki) @green_leaf_bitmaps[0].fill_rect(2, 3, 3, 1, midGreen) @green_leaf_bitmaps[0].set_pixel(5, 3, khaki) @green_leaf_bitmaps[0].fill_rect(2, 4, 2, 1, midGreen) @green_leaf_bitmaps[0].set_pixel(4, 4, darkGreen) @green_leaf_bitmaps[0].set_pixel(5, 4, lightGreen) @green_leaf_bitmaps[0].set_pixel(6, 4, khaki) @green_leaf_bitmaps[0].set_pixel(3, 5, midGreen) @green_leaf_bitmaps[0].set_pixel(4, 5, darkGreen) @green_leaf_bitmaps[0].set_pixel(5, 5, khaki) @green_leaf_bitmaps[0].set_pixel(6, 5, lightGreen) @green_leaf_bitmaps[0].set_pixel(4, 6, midGreen) @green_leaf_bitmaps[0].set_pixel(5, 6, darkGreen) @green_leaf_bitmaps[0].set_pixel(6, 6, lightGreen) @green_leaf_bitmaps[0].set_pixel(6, 7, khaki) # 2nd leaf bitmap @green_leaf_bitmaps[1] = Bitmap.new(8, 8) @green_leaf_bitmaps[1].fill_rect(1, 1, 1, 2, midGreen) @green_leaf_bitmaps[1].fill_rect(2, 2, 2, 1, khaki) @green_leaf_bitmaps[1].set_pixel(4, 2, lightGreen) @green_leaf_bitmaps[1].fill_rect(2, 3, 2, 1, darkGreen) @green_leaf_bitmaps[1].fill_rect(4, 3, 2, 1, lightGreen) @green_leaf_bitmaps[1].set_pixel(2, 4, midGreen) @green_leaf_bitmaps[1].set_pixel(3, 4, darkGreen) @green_leaf_bitmaps[1].set_pixel(4, 4, khaki) @green_leaf_bitmaps[1].fill_rect(5, 4, 2, 1, lightGreen) @green_leaf_bitmaps[1].set_pixel(3, 5, midGreen) @green_leaf_bitmaps[1].set_pixel(4, 5, darkGreen) @green_leaf_bitmaps[1].set_pixel(5, 5, khaki) @green_leaf_bitmaps[1].set_pixel(6, 5, lightGreen) @green_leaf_bitmaps[1].set_pixel(5, 6, darkGreen) @green_leaf_bitmaps[1].fill_rect(6, 6, 2, 1, khaki) # 3rd leaf bitmap @green_leaf_bitmaps[2] = Bitmap.new(8, 8) @green_leaf_bitmaps[2].set_pixel(1, 1, darkGreen) @green_leaf_bitmaps[2].fill_rect(1, 2, 2, 1, midGreen) @green_leaf_bitmaps[2].set_pixel(2, 3, midGreen) @green_leaf_bitmaps[2].set_pixel(3, 3, darkGreen) @green_leaf_bitmaps[2].set_pixel(4, 3, midGreen) @green_leaf_bitmaps[2].fill_rect(2, 4, 2, 1, midGreen) @green_leaf_bitmaps[2].set_pixel(4, 4, darkGreen) @green_leaf_bitmaps[2].set_pixel(5, 4, lightGreen) @green_leaf_bitmaps[2].set_pixel(3, 5, midGreen) @green_leaf_bitmaps[2].set_pixel(4, 5, darkGreen) @green_leaf_bitmaps[2].fill_rect(5, 5, 2, 1, khaki) @green_leaf_bitmaps[2].fill_rect(4, 6, 2, 1, midGreen) @green_leaf_bitmaps[2].set_pixel(6, 6, lightGreen) @green_leaf_bitmaps[2].set_pixel(6, 7, khaki) # 4th leaf bitmap @green_leaf_bitmaps[3] = Bitmap.new(8, 8) @green_leaf_bitmaps[3].fill_rect(0, 3, 1, 2, darkGreen) @green_leaf_bitmaps[3].set_pixel(1, 4, midGreen) @green_leaf_bitmaps[3].set_pixel(2, 4, khaki) @green_leaf_bitmaps[3].set_pixel(3, 4, lightGreen) @green_leaf_bitmaps[3].set_pixel(4, 4, darkGreen) @green_leaf_bitmaps[3].set_pixel(7, 4, midGreen) @green_leaf_bitmaps[3].set_pixel(1, 5, darkGreen) @green_leaf_bitmaps[3].set_pixel(2, 5, midGreen) @green_leaf_bitmaps[3].set_pixel(3, 5, lightGreen) @green_leaf_bitmaps[3].set_pixel(4, 5, mint) @green_leaf_bitmaps[3].set_pixel(5, 5, lightGreen) @green_leaf_bitmaps[3].set_pixel(6, 5, khaki) @green_leaf_bitmaps[3].set_pixel(7, 5, midGreen) @green_leaf_bitmaps[3].fill_rect(2, 6, 2, 1, midGreen) @green_leaf_bitmaps[3].set_pixel(4, 6, lightGreen) @green_leaf_bitmaps[3].set_pixel(5, 6, khaki) @green_leaf_bitmaps[3].set_pixel(6, 6, midGreen) # 5th leaf bitmap @green_leaf_bitmaps[4] = Bitmap.new(8, 8) @green_leaf_bitmaps[4].set_pixel(6, 2, midGreen) @green_leaf_bitmaps[4].set_pixel(7, 2, darkGreen) @green_leaf_bitmaps[4].fill_rect(4, 3, 2, 1, midGreen) @green_leaf_bitmaps[4].set_pixel(6, 3, khaki) @green_leaf_bitmaps[4].set_pixel(2, 4, darkGreen) @green_leaf_bitmaps[4].fill_rect(3, 4, 2, 1, khaki) @green_leaf_bitmaps[4].set_pixel(5, 4, lightGreen) @green_leaf_bitmaps[4].set_pixel(6, 4, khaki) @green_leaf_bitmaps[4].set_pixel(1, 5, midGreen) @green_leaf_bitmaps[4].set_pixel(2, 5, khaki) @green_leaf_bitmaps[4].set_pixel(3, 5, lightGreen) @green_leaf_bitmaps[4].set_pixel(4, 5, mint) @green_leaf_bitmaps[4].set_pixel(5, 5, midGreen) @green_leaf_bitmaps[4].set_pixel(2, 6, darkGreen) @green_leaf_bitmaps[4].fill_rect(3, 6, 2, 1, midGreen) # 6th leaf bitmap @green_leaf_bitmaps[5] = Bitmap.new(8, 8) @green_leaf_bitmaps[5].fill_rect(6, 2, 2, 1, midGreen) @green_leaf_bitmaps[5].fill_rect(4, 3, 2, 1, midGreen) @green_leaf_bitmaps[5].set_pixel(6, 3, khaki) @green_leaf_bitmaps[5].set_pixel(3, 4, midGreen) @green_leaf_bitmaps[5].set_pixel(4, 4, khaki) @green_leaf_bitmaps[5].set_pixel(5, 4, lightGreen) @green_leaf_bitmaps[5].set_pixel(6, 4, mint) @green_leaf_bitmaps[5].set_pixel(1, 5, midGreen) @green_leaf_bitmaps[5].set_pixel(2, 5, khaki) @green_leaf_bitmaps[5].fill_rect(3, 5, 2, 1, mint) @green_leaf_bitmaps[5].set_pixel(5, 5, lightGreen) @green_leaf_bitmaps[5].set_pixel(2, 6, midGreen) @green_leaf_bitmaps[5].set_pixel(3, 6, khaki) @green_leaf_bitmaps[5].set_pixel(4, 6, lightGreen) # 7th leaf bitmap @green_leaf_bitmaps[6] = Bitmap.new(8, 8) @green_leaf_bitmaps[6].fill_rect(6, 1, 1, 2, midGreen) @green_leaf_bitmaps[6].fill_rect(4, 2, 2, 1, midGreen) @green_leaf_bitmaps[6].fill_rect(6, 2, 1, 2, darkGreen) @green_leaf_bitmaps[6].fill_rect(3, 3, 2, 1, midGreen) @green_leaf_bitmaps[6].set_pixel(5, 3, khaki) @green_leaf_bitmaps[6].set_pixel(2, 4, midGreen) @green_leaf_bitmaps[6].set_pixel(3, 4, khaki) @green_leaf_bitmaps[6].set_pixel(4, 4, lightGreen) @green_leaf_bitmaps[6].set_pixel(5, 4, midGreen) @green_leaf_bitmaps[6].set_pixel(1, 5, midGreen) @green_leaf_bitmaps[6].set_pixel(2, 5, khaki) @green_leaf_bitmaps[6].fill_rect(3, 5, 2, 1, midGreen) @green_leaf_bitmaps[6].set_pixel(1, 6, darkGreen) @green_leaf_bitmaps[6].set_pixel(2, 6, midGreen) # 8th leaf bitmap @green_leaf_bitmaps[7] = Bitmap.new(8, 8) @green_leaf_bitmaps[7].set_pixel(6, 1, midGreen) @green_leaf_bitmaps[7].fill_rect(4, 2, 3, 2, midGreen) @green_leaf_bitmaps[7].set_pixel(3, 3, darkGreen) @green_leaf_bitmaps[7].set_pixel(2, 4, darkGreen) @green_leaf_bitmaps[7].set_pixel(3, 4, midGreen) @green_leaf_bitmaps[7].fill_rect(4, 4, 2, 1, khaki) @green_leaf_bitmaps[7].set_pixel(1, 5, darkGreen) @green_leaf_bitmaps[7].set_pixel(2, 5, midGreen) @green_leaf_bitmaps[7].fill_rect(3, 5, 2, 1, lightGreen) @green_leaf_bitmaps[7].set_pixel(2, 6, midGreen) @green_leaf_bitmaps[7].set_pixel(3, 6, lightGreen) # 9th leaf bitmap @green_leaf_bitmaps[8] = Bitmap.new(8, 8) @green_leaf_bitmaps[8].fill_rect(6, 1, 1, 2, midGreen) @green_leaf_bitmaps[8].fill_rect(4, 2, 2, 1, midGreen) @green_leaf_bitmaps[8].fill_rect(6, 2, 1, 2, darkGreen) @green_leaf_bitmaps[8].fill_rect(3, 3, 2, 1, midGreen) @green_leaf_bitmaps[8].set_pixel(5, 3, khaki) @green_leaf_bitmaps[8].set_pixel(2, 4, midGreen) @green_leaf_bitmaps[8].set_pixel(3, 4, khaki) @green_leaf_bitmaps[8].set_pixel(4, 4, lightGreen) @green_leaf_bitmaps[8].set_pixel(5, 4, midGreen) @green_leaf_bitmaps[8].set_pixel(1, 5, midGreen) @green_leaf_bitmaps[8].set_pixel(2, 5, khaki) @green_leaf_bitmaps[8].fill_rect(3, 5, 2, 1, midGreen) @green_leaf_bitmaps[8].set_pixel(1, 6, darkGreen) @green_leaf_bitmaps[8].set_pixel(2, 6, midGreen) # 10th leaf bitmap @green_leaf_bitmaps[9] = Bitmap.new(8, 8) @green_leaf_bitmaps[9].fill_rect(6, 2, 2, 1, midGreen) @green_leaf_bitmaps[9].fill_rect(4, 3, 2, 1, midGreen) @green_leaf_bitmaps[9].set_pixel(6, 3, khaki) @green_leaf_bitmaps[9].set_pixel(3, 4, midGreen) @green_leaf_bitmaps[9].set_pixel(4, 4, khaki) @green_leaf_bitmaps[9].set_pixel(5, 4, lightGreen) @green_leaf_bitmaps[9].set_pixel(6, 4, mint) @green_leaf_bitmaps[9].set_pixel(1, 5, midGreen) @green_leaf_bitmaps[9].set_pixel(2, 5, khaki) @green_leaf_bitmaps[9].fill_rect(3, 5, 2, 1, mint) @green_leaf_bitmaps[9].set_pixel(5, 5, lightGreen) @green_leaf_bitmaps[9].set_pixel(2, 6, midGreen) @green_leaf_bitmaps[9].set_pixel(3, 6, khaki) @green_leaf_bitmaps[9].set_pixel(4, 6, lightGreen) # 11th leaf bitmap @green_leaf_bitmaps[10] = Bitmap.new(8, 8) @green_leaf_bitmaps[10].set_pixel(6, 2, midGreen) @green_leaf_bitmaps[10].set_pixel(7, 2, darkGreen) @green_leaf_bitmaps[10].fill_rect(4, 3, 2, 1, midGreen) @green_leaf_bitmaps[10].set_pixel(6, 3, khaki) @green_leaf_bitmaps[10].set_pixel(2, 4, darkGreen) @green_leaf_bitmaps[10].fill_rect(3, 4, 2, 1, khaki) @green_leaf_bitmaps[10].set_pixel(5, 4, lightGreen) @green_leaf_bitmaps[10].set_pixel(6, 4, khaki) @green_leaf_bitmaps[10].set_pixel(1, 5, midGreen) @green_leaf_bitmaps[10].set_pixel(2, 5, khaki) @green_leaf_bitmaps[10].set_pixel(3, 5, lightGreen) @green_leaf_bitmaps[10].set_pixel(4, 5, mint) @green_leaf_bitmaps[10].set_pixel(5, 5, midGreen) @green_leaf_bitmaps[10].set_pixel(2, 6, darkGreen) @green_leaf_bitmaps[10].fill_rect(3, 6, 2, 1, midGreen) # 12th leaf bitmap @green_leaf_bitmaps[11] = Bitmap.new(8, 8) @green_leaf_bitmaps[11].fill_rect(0, 3, 1, 2, darkGreen) @green_leaf_bitmaps[11].set_pixel(1, 4, midGreen) @green_leaf_bitmaps[11].set_pixel(2, 4, khaki) @green_leaf_bitmaps[11].set_pixel(3, 4, lightGreen) @green_leaf_bitmaps[11].set_pixel(4, 4, darkGreen) @green_leaf_bitmaps[11].set_pixel(7, 4, midGreen) @green_leaf_bitmaps[11].set_pixel(1, 5, darkGreen) @green_leaf_bitmaps[11].set_pixel(2, 5, midGreen) @green_leaf_bitmaps[11].set_pixel(3, 5, lightGreen) @green_leaf_bitmaps[11].set_pixel(4, 5, mint) @green_leaf_bitmaps[11].set_pixel(5, 5, lightGreen) @green_leaf_bitmaps[11].set_pixel(6, 5, khaki) @green_leaf_bitmaps[11].set_pixel(7, 5, midGreen) @green_leaf_bitmaps[11].fill_rect(2, 6, 2, 1, midGreen) @green_leaf_bitmaps[11].set_pixel(4, 6, lightGreen) @green_leaf_bitmaps[11].set_pixel(5, 6, khaki) @green_leaf_bitmaps[11].set_pixel(6, 6, midGreen) # 13th leaf bitmap @green_leaf_bitmaps[12] = Bitmap.new(8, 8) @green_leaf_bitmaps[12].set_pixel(1, 1, darkGreen) @green_leaf_bitmaps[12].fill_rect(1, 2, 2, 1, midGreen) @green_leaf_bitmaps[12].set_pixel(2, 3, midGreen) @green_leaf_bitmaps[12].set_pixel(3, 3, darkGreen) @green_leaf_bitmaps[12].set_pixel(4, 3, midGreen) @green_leaf_bitmaps[12].fill_rect(2, 4, 2, 1, midGreen) @green_leaf_bitmaps[12].set_pixel(4, 4, darkGreen) @green_leaf_bitmaps[12].set_pixel(5, 4, lightGreen) @green_leaf_bitmaps[12].set_pixel(3, 5, midGreen) @green_leaf_bitmaps[12].set_pixel(4, 5, darkGreen) @green_leaf_bitmaps[12].fill_rect(5, 5, 2, 1, khaki) @green_leaf_bitmaps[12].fill_rect(4, 6, 2, 1, midGreen) @green_leaf_bitmaps[12].set_pixel(6, 6, lightGreen) @green_leaf_bitmaps[12].set_pixel(6, 7, khaki) @rose_bitmaps = [] brightRed = Color.new(255, 0, 0, 255) midRed = Color.new(179, 17, 17, 255) darkRed = Color.new(141, 9, 9, 255) # 1st rose petal bitmap @rose_bitmaps[0] = Bitmap.new(3, 3) @rose_bitmaps[0].fill_rect(1, 0, 2, 1, brightRed) @rose_bitmaps[0].fill_rect(0, 1, 1, 2, brightRed) @rose_bitmaps[0].fill_rect(1, 1, 2, 2, midRed) @rose_bitmaps[0].set_pixel(2, 2, darkRed) # 2nd rose petal bitmap @rose_bitmaps[1] = Bitmap.new(3, 3) @rose_bitmaps[1].set_pixel(0, 1, midRed) @rose_bitmaps[1].set_pixel(1, 1, brightRed) @rose_bitmaps[1].fill_rect(1, 2, 1, 2, midRed) @feather_bitmaps = [] white = Color.new(255, 255, 255, 255) # 1st feather bitmap @feather_bitmaps[0] = Bitmap.new(3, 3) @feather_bitmaps[0].set_pixel(0, 2, white) @feather_bitmaps[0].set_pixel(1, 2, grey) @feather_bitmaps[0].set_pixel(2, 1, grey) # 2nd feather bitmap @feather_bitmaps[0] = Bitmap.new(3, 3) @feather_bitmaps[0].set_pixel(0, 0, white) @feather_bitmaps[0].set_pixel(0, 1, grey) @feather_bitmaps[0].set_pixel(1, 2, grey) # 3rd feather bitmap @feather_bitmaps[0] = Bitmap.new(3, 3) @feather_bitmaps[0].set_pixel(2, 0, white) @feather_bitmaps[0].set_pixel(1, 0, grey) @feather_bitmaps[0].set_pixel(0, 1, grey) # 4th feather bitmap @feather_bitmaps[0] = Bitmap.new(3, 3) @feather_bitmaps[0].set_pixel(2, 2, white) @feather_bitmaps[0].set_pixel(2, 1, grey) @feather_bitmaps[0].set_pixel(1, 0, grey) @blood_rain_bitmap = Bitmap.new(7, 56) for i in 0..6 @blood_rain_bitmap.fill_rect(6-i, i*8, 1, 8, darkRed) end @sparkle_bitmaps = [] lightBlue = Color.new(181, 244, 255, 255) midBlue = Color.new(126, 197, 235, 255) darkBlue = Color.new(77, 136, 225, 255) # 1st sparkle bitmap @sparkle_bitmaps[0] = Bitmap.new(7, 7) @sparkle_bitmaps[0].set_pixel(3, 3, darkBlue) # 2nd sparkle bitmap @sparkle_bitmaps[1] = Bitmap.new(7, 7) @sparkle_bitmaps[1].fill_rect(3, 2, 1, 3, darkBlue) @sparkle_bitmaps[1].fill_rect(2, 3, 3, 1, darkBlue) @sparkle_bitmaps[1].set_pixel(3, 3, midBlue) # 3rd sparkle bitmap @sparkle_bitmaps[2] = Bitmap.new(7, 7) @sparkle_bitmaps[2].set_pixel(1, 1, darkBlue) @sparkle_bitmaps[2].set_pixel(5, 1, darkBlue) @sparkle_bitmaps[2].set_pixel(2, 2, midBlue) @sparkle_bitmaps[2].set_pixel(4, 2, midBlue) @sparkle_bitmaps[2].set_pixel(3, 3, lightBlue) @sparkle_bitmaps[2].set_pixel(2, 4, midBlue) @sparkle_bitmaps[2].set_pixel(4, 4, midBlue) @sparkle_bitmaps[2].set_pixel(1, 5, darkBlue) @sparkle_bitmaps[2].set_pixel(5, 5, darkBlue) # 4th sparkle bitmap @sparkle_bitmaps[3] = Bitmap.new(7, 7) @sparkle_bitmaps[3].fill_rect(3, 1, 1, 5, darkBlue) @sparkle_bitmaps[3].fill_rect(1, 3, 5, 1, darkBlue) @sparkle_bitmaps[3].fill_rect(3, 2, 1, 3, midBlue) @sparkle_bitmaps[3].fill_rect(2, 3, 3, 1, midBlue) @sparkle_bitmaps[3].set_pixel(3, 3, lightBlue) # 5th sparkle bitmap @sparkle_bitmaps[4] = Bitmap.new(7, 7) @sparkle_bitmaps[4].fill_rect(2, 2, 3, 3, midBlue) @sparkle_bitmaps[4].fill_rect(3, 2, 1, 3, darkBlue) @sparkle_bitmaps[4].fill_rect(2, 3, 3, 1, darkBlue) @sparkle_bitmaps[4].set_pixel(3, 3, lightBlue) @sparkle_bitmaps[4].set_pixel(1, 1, darkBlue) @sparkle_bitmaps[4].set_pixel(5, 1, darkBlue) @sparkle_bitmaps[4].set_pixel(1, 5, darkBlue) @sparkle_bitmaps[4].set_pixel(5, 1, darkBlue) # 6th sparkle bitmap @sparkle_bitmaps[5] = Bitmap.new(7, 7) @sparkle_bitmaps[5].fill_rect(2, 1, 3, 5, darkBlue) @sparkle_bitmaps[5].fill_rect(1, 2, 5, 3, darkBlue) @sparkle_bitmaps[5].fill_rect(2, 2, 3, 3, midBlue) @sparkle_bitmaps[5].fill_rect(3, 1, 1, 5, midBlue) @sparkle_bitmaps[5].fill_rect(1, 3, 5, 1, midBlue) @sparkle_bitmaps[5].fill_rect(3, 2, 1, 3, lightBlue) @sparkle_bitmaps[5].fill_rect(2, 3, 3, 1, lightBlue) @sparkle_bitmaps[5].set_pixel(3, 3, white) # 7th sparkle bitmap @sparkle_bitmaps[6] = Bitmap.new(7, 7) @sparkle_bitmaps[6].fill_rect(2, 1, 3, 5, midBlue) @sparkle_bitmaps[6].fill_rect(1, 2, 5, 3, midBlue) @sparkle_bitmaps[6].fill_rect(3, 0, 1, 7, darkBlue) @sparkle_bitmaps[6].fill_rect(0, 3, 7, 1, darkBlue) @sparkle_bitmaps[6].fill_rect(2, 2, 3, 3, lightBlue) @sparkle_bitmaps[6].fill_rect(3, 2, 1, 3, midBlue) @sparkle_bitmaps[6].fill_rect(2, 3, 3, 1, midBlue) @sparkle_bitmaps[6].set_pixel(3, 3, white) # end new weathers @sprites = [] for i in 1..40 sprite = Sprite.new(viewport) sprite.visible = false sprite.opacity = 0 @sprites.push(sprite) @current_pose.push(0) # new @info.push(rand(50)) # new @countarray.push(rand(15)) # new end end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- alias old_dispose dispose def dispose old_dispose @hail_bitmap.dispose @petal_bitmap.dispose @blood_rain_bitmap.dispose for image in @autumn_leaf_bitmaps image.dispose end for image in @green_leaf_bitmaps image.dispose end for image in @rose_bitmaps image.dispose end for image in @feather_bitmaps image.dispose end for image in @sparkle_bitmaps image.dispose end end #-------------------------------------------------------------------------- # * Set weather type # type : new weather type #-------------------------------------------------------------------------- def type=(type) return if @type == type @type = type @thunder = false case @type when 1 bitmap = @rain_bitmap when 2 bitmap = @storm_bitmap when 3 bitmap = @snow_bitmap when 4 # hail bitmap = @hail_bitmap when 5 # rain w/ thunder and lightning bitmap = @rain_bitmap @thunder = true when 6 # falling autumn leaves bitmap = @autumn_leaf_bitmaps[0] when 7 # blowing autumn leaves bitmap = @autumn_leaf_bitmaps[0] when 8 # swirling autumn leaves bitmap = @autumn_leaf_bitmaps[0] when 9 # falling green leaves bitmap = @green_leaf_bitmaps[0] when 10 # sakura petals bitmap = @petal_bitmap when 11 # rose petals bitmap = @rose_bitmaps[0] when 12 # feathers bitmap = @feather_bitmaps[0] when 13 # blood rain bitmap = @blood_rain_bitmap when 14 # sparkles bitmap = @sparkle_bitmaps[0] else bitmap = nil end for i in 0...@sprites.size sprite = @sprites[i] sprite.visible = (i <= @max) sprite.bitmap = bitmap end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update return if @type == 0 for i in 1..@max sprite = @sprites[i] if sprite == nil break end case @type when 1, 5, 13 sprite.x -= 2 sprite.y += 16 sprite.opacity -= 8 if @thunder and (rand(8000 - @max) == 0) $game_map.screen.start_flash(Color.new(255, 255, 255, 255), 5) RPG::SE.new("Thunder9").play end when 2 sprite.x -= 8 sprite.y += 16 sprite.opacity -= 12 when 3 sprite.x -= 2 sprite.y += 8 sprite.opacity -= 8 when 4 # hail sprite.x -= 1 sprite.y += 18 sprite.opacity -= 15 when 6 # falling autumn leaves @count = rand(20) if @count == 0 sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]] @current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size end sprite.x -= 1 sprite.y += 1 when 7 # blowing autumn leaves @count = rand(20) if @count == 0 sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]] @current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size end sprite.x -= 10 sprite.y += (rand(4) - 2) when 8 # swirling autumn leaves @count = rand(20) if @count == 0 sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]] @current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size end if @info[i] != 0 if @info[i] >= 1 and @info[i] <= 10 sprite.x -= 3 sprite.y -= 1 elsif @info[i] >= 11 and @info[i] <= 16 sprite.x -= 1 sprite.y -= 2 elsif @info[i] >= 17 and @info[i] <= 20 sprite.y -= 3 elsif @info[i] >= 21 and @info[i] <= 30 sprite.y -= 2 sprite.x += 1 elsif @info[i] >= 31 and @info[i] <= 36 sprite.y -= 1 sprite.x += 3 elsif @info[i] >= 37 and @info[i] <= 40 sprite.x += 5 elsif @info[i] >= 41 and @info[i] <= 46 sprite.y += 1 sprite.x += 3 elsif @info[i] >= 47 and @info[i] <= 58 sprite.y += 2 sprite.x += 1 elsif @info[i] >= 59 and @info[i] <= 64 sprite.y += 3 elsif @info[i] >= 65 and @info[i] <= 70 sprite.x -= 1 sprite.y += 2 elsif @info[i] >= 71 and @info[i] <= 81 sprite.x -= 3 sprite.y += 1 elsif @info[i] >= 82 and @info[i] <= 87 sprite.x -= 5 end @info[i] = (@info[i] + 1) % 88 else if rand(200) == 0 @info[i] = 1 end sprite.x -= 5 sprite.y += 1 end when 9 # falling green leaves if @countarray[i] == 0 @current_pose[i] = (@current_pose[i] + 1) % @green_leaf_bitmaps.size sprite.bitmap = @green_leaf_bitmaps[@current_pose[i]] @countarray[i] = rand(15) end @countarray[i] = (@countarray[i] + 1) % 15 sprite.y += 1 when 10 # sakura petals if @info[i] < 25 sprite.x -= 1 else sprite.x += 1 end @info[i] = (@info[i] + 1) % 50 sprite.y += 1 when 11 # rose petals @count = rand(20) if @count == 0 sprite.bitmap = @rose_bitmaps[@current_pose[i]] @current_pose[i] = (@current_pose[i] + 1) % @rose_bitmaps.size end if @info[i] % 2 == 0 if @info[i] < 10 sprite.x -= 1 else sprite.x += 1 end end sprite.y += 1 when 12 # feathers if @countarray[i] == 0 @current_pose[i] = (@current_pose[i] + 1) % @feather_bitmaps.size sprite.bitmap = @feather_bitmaps[@current_pose[i]] end @countarray[i] = (@countarray[i] + 1) % 15 if rand(100) == 0 sprite.x -= 1 end if rand(100) == 0 sprite.y -= 1 end if @info[i] < 50 if rand(2) == 0 sprite.x -= 1 else sprite.y -= 1 end else if rand(2) == 0 sprite.x += 1 else sprite.y += 1 end end @info[i] = (@info[i] + 1) % 100 when 14 # sparkles if @countarray[i] == 0 @current_pose[i] = (@current_pose[i] + 1) % @sparkle_bitmaps.size sprite.bitmap = @sparkle_bitmaps[@current_pose[i]] end @countarray[i] = (@countarray[i] + 1) % 15 sprite.y += 1 sprite.opacity -= 1 end x = sprite.x - @ox y = sprite.y - @oy if sprite.opacity < 64 or x < -50 or x > 750 or y < -300 or y > 500 # sprite.x = rand(800) - 100 + @ox sprite.y = rand(600) - 200 + @oy sprite.opacity = 255 end end end end
| |
| | | chacha_cherr Novice
Posts : 111 Thanked : 7 Engine : Other Skill : Intermediate Type : Artist
| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2012-01-04, 15:17 | |
| aww nice tut . rajin banget bkinnya .. btw .. kapan" ajarin mapping dong , susah ga btw, tint screen itu cuma ubah warna screen gt ya ? kalo milsanya map gitu bisa ga sih dikasi shadow" dibawah orang/ benda"nya gitu supaya kliatan lbih nyata ._. . *maklum ga ngerti mapping sama skali. cuma tanya aja .. . thx ya | |
| | | yerry_great @> Moderator
Posts : 1251 Thanked : 15 Engine : Multi-Engine User Skill : Very Beginner Type : Jack of All Trades
| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2012-01-04, 15:35 | |
| - chacha_cherr wrote:
- aww nice tut . rajin banget bkinnya ..
btw .. kapan" ajarin mapping dong , susah ga
btw, tint screen itu cuma ubah warna screen gt ya ? kalo milsanya map gitu bisa ga sih dikasi shadow" dibawah orang/ benda"nya gitu supaya kliatan lbih nyata ._. . *maklum ga ngerti mapping sama skali. cuma tanya aja .. . thx ya
Nice question bebeb >w< *Cendol TambahanSupaya char kita bsa kluar shadownya kayak begini : http://www.nible.org/images/shadow.png - Spoiler:
Itu pake script. Scriptnya bisa di download di sini Bug Fix Script tersebut saat Battle bsa di download di sini | |
| | | chacha_cherr Novice
Posts : 111 Thanked : 7 Engine : Other Skill : Intermediate Type : Artist
| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2012-01-04, 15:37 | |
| @yer kalo buat benda" kluar shadow gitu bisa ga ? terus kalo malem misalnya lampu rumah + lampu jalan nyala" gitu . apa bisa ditambain gitu dalem map ? apa itu efek" diluar mapping ? tq | |
| | | yerry_great @> Moderator
Posts : 1251 Thanked : 15 Engine : Multi-Engine User Skill : Very Beginner Type : Jack of All Trades
| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2012-01-04, 15:49 | |
| - chacha_cherr wrote:
- @yer kalo buat benda" kluar shadow gitu bisa ga ?
terus kalo malem misalnya lampu rumah + lampu jalan nyala" gitu . apa bisa ditambain gitu dalem map ? apa itu efek" diluar mapping ? tq Bisa kok. Itu kayak yang atas. Pake script. Jadi yang bebeb maksud kayak begini kan? : http://www.nible.org/images/shadow2.png - Spoiler:
Scriptnya namanya Thomas Edison VX bisa di download disini. Oh iya bisa di kombinasi juga sama script shadow yang diatas. Jadi ada sumber cahaya. Script nya bisa di download di sini | |
| | | Oscar Senior
Posts : 830 Thanked : 13 Engine : RMVX Skill : Beginner Type : Writer
| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2012-01-04, 18:24 | |
| Wa sempet baca dikit, kebanyakan mengulas tentang teknik mapping. Tapi bagus juga Kalo wa rikues boleh ga? Wa ini orangnya ngga gitu kreatif banget kebanyakan gaya layout mapping nyontoh game-game yg uda ada. begini, wa rikues soal layout sebenernya. Tahu layout kan? semacam rancangan sesuatu gitu? Langsung aja: - layout rumah indoor, (rumah port town, castle town, atau farm village isinya bagaimana) - layout kota (posisi alun-alun, mayor house, item shop?, rumah penduduk) - layout desa (posisi lumbung padi, rumah kepala desa) kalau layout alam sih bisa pake random2an, jadi ngga usah dulu, kecuali kalo situ punya ide yg perlu disampaikan | |
| | | LowlingLife Administrator
Posts : 2000 Thanked : 25 Engine : Multi-Engine User
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| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2012-01-04, 18:45 | |
| Beuh!! Tint Screenya dapat feelnya banget!!!!! Thx om yerry!!!!! | |
| | | Nefusa 7 Senior
Posts : 954 Thanked : 6 Engine : RMXP Skill : Intermediate Type : Scripter
| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2012-01-04, 19:59 | |
| wah bagus banget om yerry emang hebat hmm... ini sangatlah berguna bagiku yang gak bisa mapping kurang bagus dalam mapping btw great tuts om | |
| | | yerry_great @> Moderator
Posts : 1251 Thanked : 15 Engine : Multi-Engine User Skill : Very Beginner Type : Jack of All Trades
| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2012-01-05, 11:00 | |
| - Oscar wrote:
- Wa sempet baca dikit, kebanyakan mengulas tentang teknik mapping. Tapi bagus juga
Kalo wa rikues boleh ga? Wa ini orangnya ngga gitu kreatif banget kebanyakan gaya layout mapping nyontoh game-game yg uda ada.
begini, wa rikues soal layout sebenernya. Tahu layout kan? semacam rancangan sesuatu gitu?
Langsung aja: - layout rumah indoor, (rumah port town, castle town, atau farm village isinya bagaimana) - layout kota (posisi alun-alun, mayor house, item shop?, rumah penduduk) - layout desa (posisi lumbung padi, rumah kepala desa)
kalau layout alam sih bisa pake random2an, jadi ngga usah dulu, kecuali kalo situ punya ide yg perlu disampaikan Thx Oke deh nanti saya coba buatin Layout"nya bro Oscar Tgg saja. - LowlingLife wrote:
- Beuh!! Tint Screenya dapat feelnya banget!!!!! Thx om yerry!!!!!
Iya sama" Senang bsa bantu - Nufus27 wrote:
- wah bagus banget
om yerry emang hebat hmm... ini sangatlah berguna bagiku yang gak bisa mapping kurang bagus dalam mapping
btw great tuts om Wah makasih Semoga membantu | |
| | | baszto Advance
Posts : 317 Thanked : 2
| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2012-01-05, 12:07 | |
| @om yerry itu shadowny bisa diatur gx misal itukan nyerong kanan trus diubah jdi nyerong kiri. lg mobmod jd blom bs coba btw sya bru tw itu kgunaany tint screen. keep sharing om | |
| | | yerry_great @> Moderator
Posts : 1251 Thanked : 15 Engine : Multi-Engine User Skill : Very Beginner Type : Jack of All Trades
| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2012-01-05, 15:52 | |
| - Quote :
- @om yerry itu shadowny bisa diatur gx misal itukan nyerong kanan trus diubah jdi nyerong kiri. lg mobmod jd blom bs coba
btw sya bru tw itu kgunaany tint screen. keep sharing om Bsa diatur di scirpt dri Demonya yg namanya Sprite Sun. Line 77 - Code:
-
SUN_ANGLE = 45 # Angle for sun-generated shadow kalo mw ke kiri ya tinggal di ubah 315 Thx for comment >w< | |
| | | wildhan49 Novice
Posts : 159 Thanked : 3 Engine : RMVX Skill : Very Beginner Type : Mapper
| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2012-08-18, 21:49 | |
| wah.. bagus bagus mapnya ! | |
| | | AERenoir Newbie
Posts : 30 Thanked : 1 Engine : RMVX Skill : Beginner Type : Artist
| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2013-01-15, 10:48 | |
| Gambarnya kok error? Yang buat tutorial tint itu lo.
| |
| | | richter_h Salto Master Hancip RMID
Posts : 1705 Thanked : 30 Engine : Other Skill : Skilled Type : Developer
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| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2013-01-15, 11:34 | |
| - AERenoir wrote:
- Gambarnya kok error? Yang buat tutorial tint itu lo.
necropost btw coba PM si TS-nya aja dulu, kali aja ada kesalahan teknis (macem Expired account atawa si gambar-nya kehapus dari server) | |
| | | AERenoir Newbie
Posts : 30 Thanked : 1 Engine : RMVX Skill : Beginner Type : Artist
| Subyek: Re: Yerry's VX Refmap Mapping Tutorial 2013-01-15, 11:36 | |
| Hahaha, gak liat sih tanggalnya. Cuman buka2 link aja, tau2 nyampe kesini. | |
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