So let's take a look at how we can make some neat grass for our own games. If you do so as well, remember that anything that is thinner than 10 pixels might just disappear in the final shrinking down process!įuture or past, medieval or modern, fantasy or realistic, every game has grass unless your entire game is set inside a building or something. The review images are 50% of the size I drew them and 500% the size they actually will be when I use them. I draw all the tiles at 1000% and scale them down later. My graphic tablet is a cheap off brand one that I got for christmas years ago, so no high end equipment was used here. Basic setupĪll things shown here were made with a graphic tablet (as I like to work with pressure opacity, you can emulate that effect with pencil and smudge tool) and Gimp. For MV, don’t limit the colors in the end. If you use Ace RTP, just use a different grid size and don’t limit the colors in the end. Note: The tutorial is meant for creating MZ style results. It’s easy to add a picture at the start of a cutscene and remove it at the end, so we can add in some interesting effects just with the use of Show Picture.Sometimes I read requests like “I need texture xy, just something different.” Depending on your game’s size you might want to have some extra textures for more variation or you just want to have your own touch. Since we have full control over cutscenes, we can add in picture overlays to make it look like we’re looking at a tv screen or add in some black bars at the top and bottom of the screen to give it a cinematic feel. One way we can keep the player centered on the screen by extending our maps farther than the player can actually travel with physical barriers or map transfers, but if we can’t do that then we’re better off not using picture overlays on certain maps.īut even if there are situations where gameplay warrants leaving out overlays, cutscenes can often make use of them. The most important thing is that our players can see and enjoy the game, so we need to make sure that we’re not making it hard to play our games. While most games won’t ever need to hit the mins and maxes, it is interesting to take a look at them:Īdjusting the Opacity like mentioned above can help, but sometimes we just need to make sure we keep our players in mind when we add our overlays. The Red, Green, and Blue sliders count from -255 to 255, with negative numbers decreasing the saturation and positives increasing it. The Red, Green, and Blue sliders let us affect how intense those separate colors are, while the Gray slider controls the overall color intensity. Do not contact us about commercial licensing. License for use in commercial projects made with RPG Maker VX/Ace is not available. Do not re-distribute original tiles elsewhere. The Color Tone section is a bit more complex, but it’s what gives us the control we need to get our screens looking just right. Free for use in non-commercial projects made with RPG Maker. Picking the right Duration is all dependent on the scene we’re making, so make sure to playtest the event to figure out what works best. And if we just need to have the tint instantly change, a duration of 1 frame gives us that. On the other hand, we could set the duration to only a few frames with the ‘Wait for Completion’ checked if we need a fire to suddenly break out around our player. If we want the screen to slowly fade to a dark twilight while our characters are having a long conversation we can set it to a duration of 999 frames (the longest possible duration, which takes about 16.5 seconds) with the ‘Wait for Completion’ option unchecked, so that the event will keep going while the screen is tinting. The Duration section is pretty straightforward, it lets us control how long it takes for the tint to take effect. The event command is split into two main sections, Color Tone and Duration.
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