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    silver wind
  Fri Jun 04, 2010 3:25 am
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This is a fun little script I made for spicing up events
Try the demo, it's fun
:D

screenshots:
screenshots

demo

code

method calls

Features:
- Includes Additional Bitmap Methods by Untra & Glitchfinder
- Invert /grayscale / lighten/ darken a sprite
- Spawn new events
- Clone events
- Detect event touch event (even if set to Through)
- Organize events in groups
- Detect when collision occurs with any event in the group.
- Check event's x,y easily
- Detect if event is above/below/right/left of another event
- Detect when events collide with anything on the map, including tiles.
- Detect when events hit the map borders.
- Handle the spawned events using script:
- erase event
- swap with another event



I plan on adding new features like a case statement using comments, and an option to use items on a map event.
Tell me if have an idea for other cool features.

Enjoy.
If you use this, credit Untra & Glitchfinder.


Last edited by silver wind on Fri Jun 04, 2010 4:13 pm, edited 8 times in total.

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    Untra
  Fri Jun 04, 2010 3:46 am
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:biggrin:          :biggrin:
:biggrin:          :biggrin:

:biggrin: :biggrin: :biggrin: :biggrin: :biggrin:
:biggrin:          :biggrin:
:biggrin: :biggrin: :biggrin:

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    silver wind
  Fri Jun 04, 2010 9:15 am
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Haha, glad you like it untra :thumb:
Oh, don't play in map 002,
That's where I dumped all the non-working events


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    BlueScope
  Fri Jun 04, 2010 10:42 am
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silver wind wrote:
Oh, don't play in map 002,
That's where I dumped all the non-working events
That's what I call a complementive demo game! XD

Either way, sounds like a cool thing you got there... reminds me a bit of my Map Object Manager concept... ^^

As you were too scared to share the code with us, would you mind at least sharing some basic information about how stuff's set up with those of us who don't like to download demos all the time? :huh:

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    silver wind
  Fri Jun 04, 2010 12:06 pm
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Thanks :)
and sorry, I'll add the code too + some method calls.


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    BlueScope
  Fri Jun 04, 2010 2:24 pm
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I like what I see... as far as the coding goes, you have a few inconsistencies in style there, but other than that, it looks clean... as for the actual operations on the map, it's amazingly simple to set stuff up there... I can see this being easily turned into an ABS, however, I'm afraid that'll end up as event system clutter XD But yeah, very interesting methods you got in that script!

Keep up the good work. :thumb:

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    silver wind
  Fri Jun 04, 2010 3:50 pm
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* new demo, uses Additional Bitmap Methods 0.9*

Thanks for the nice comment ^^
I wanted to keep this simple to use,
as my main goal is to provide 'eventers' more possibilities.
You know, those people who avoid scripts and prefer controlling everything from events- at times making complete battle systems with them. This gives them more power.
(a case statement will greatly help too, I should get to that)

Still waiting to hear ideas for new features !


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    Untra
  Sat Jun 05, 2010 5:40 pm
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Hey, were working on things as best we can :grin: . The RGSS bitmap processing is fairly unintuitive and hard to code with, which is why things are taking awhile.

If you could help with one thing, could you figure out how to apply the bitmap effects to entire viewports as well? For some of the more advanced effects such as the pixelate, having it work with the entire screen could do some neat things. If you can figure that out, we'll include your script and method calls with the v.1 demo, so people can get a better feel for the neat things that can be done.

Keep up the great work Silver Wind!

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    silver wind
  Sat Jun 05, 2010 11:45 pm
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Do you mean applying the effect on each bitmap separately?
I can do that.
Monotone, grayscale or pixelate on the entire screen will be cool :D
Edit: seems like sharpen, soften, hyper contrast and emboss create a line around the bitmap, so when used on the tileset they make a grid appear on the map.


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    Untra
  Sun Jun 06, 2010 4:01 pm
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I mostly want the pixelate to work, as its seen in most modern videogames (and as far back as the super nintendo even. Which bugs me it took us this long to figure it out :unsure:. Having all the effects capable of working on the screen or individually is my goal.

I knew hyper contrast made a white line around the bitmap, but I didn't know the others did too. Can you show a screenshot of each doing that? Mostly for amusement purposes. The new methods have way too many bugs, and pixelate is the most frustrating effect to work with right now.

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    silver wind
  Sun Jun 06, 2010 4:27 pm
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The good news are, it only seems to effect tiles that cover 32x32 area, not auto tiles or trees, for example.
Content Hidden


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    BlueScope
  Sun Jun 06, 2010 4:35 pm
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Um... so making the grass an autotile will actually fix this?
This seems strange to me, as the only reason I can imagine that is by how files are handled, meaning it would have the very same effects at the edges of the autotile file, meaning you'd still get a 'grid' appearance between autotiles, for example.

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    Untra
  Sun Jun 06, 2010 5:57 pm
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That is strange, especially considering the individual grass and tree tiles are seperate bitmaps as well. Why the trees aren't recieving the same grid effect as the grass tiles is strange.

Ultimately, the problem should be stemming from the actual design of the grass tile. Its possible some other tilesets with different ground tiles (such as the desert or snowfield tilesets) won't experience this problem, which would confirm this. Does the problem disappear on other tilesets?

Also, when taking screenshots, can you save them as .pngs instead of .jpgs? jpgs kinda "blur" the pixels when saved, and its harder to accurately judge the look of the image. Thanks for beta testing this!

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    silver wind
  Sun Jun 06, 2010 6:52 pm
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Interesting. When I use the same grass tile, but its located somewhere else on the tileset (other than the top-left most tile), the grid is less apparent, or doesn't show up at all:
Content Hidden

some other 32x32 tiles don't get grid.


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    Glitchfinder
  Sun Jun 06, 2010 8:43 pm
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It's simple, really. It's because it's modifying the tileset itself, meaning that the grid you see is spillover from the tiles next to the ones you actually see on the map. In other words, there isn't really a way to fix it, in some cases.

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    Untra
  Sun Jun 06, 2010 9:20 pm
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Ahh... Thats why.
Yeah, there really isn't a fix for that in those cases. The hyper contrast, soften, sharpen and emboss methods are influenced by the surrounding pixels, so they can't work overtop entire tilesets. They can really only work with event graphics or other things. This does mean that frost can't work with the tileset as well, and pixelate will be limited to blocks of 32, 16, 8, 4, and 2 on the tileset.

Can you get some of the effects to work on other viewports, such as the panorama or fog layers?

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    BlueScope
  Mon Jun 07, 2010 12:25 am
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As for what Glitch said, that's perfectly reasonable and I have no clue how I didnt think of that ^^ Now, to solve this...

Obviously, making tilesets containing 9 of each tiles would work out fine (just using the middle tile), however, that'd be insanely unfriendly to every non-robot. However, to fix this, it needs a few additional pixels to the side of the tile, so if you could get that to work in a virtual graphic instance (as in cutting out a tile, placing it on a 96x96 raster, then draw the map from there using only the central 32x32), that'd be perfectly operational. I've been too much into Gosu lately to remember RMXP's exact functions, so I can't give any details... however, this should work some way or the other, however would require storing all (now 96x96px-sized) tiles in the cache seperately and calling them by a cropping function.
This assumes tiles that are 32x32 by themselves with no adjacent colors will be blurred at the sides, causing transparency. I don't know if that actually happens the way you process them, however, if you found a way around that, storing the 32x32 tile will do. Bottom line is, though: You have to store individual tiles instead of applying the effects to the entire tileset.

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    Untra
  Mon Jun 07, 2010 2:34 am
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@Bluescope: yeah no.
Thats a lot of scripting I don't think I'm ready for, or even know how to do ( in C or RGSS). Maybe once I have everything on the checklist checked off I'll attempt it.

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    Glitchfinder
  Mon Jun 07, 2010 2:39 am
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It's a lot of pointless scripting, is what it is. You would have to either create the tiles by hand, or script them together. The first option is insanely time-consuming and mind-numbingly dull. The second one takes a lot of resources and has the potential to lag RM* so much that it crashes with a script is hanging error.

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    silver wind
  Mon Jun 07, 2010 9:14 am
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Don't forget there are 6 effects that DO work on tilesets: Brighten/Darken/Grayscale/Invert/Sepia/Monochrome.
Those do not move pixels so they should work will all tilesets. When you think about it, few users will actually need to emboss a tileset. These 6 effects will see much more use.


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    BlueScope
  Mon Jun 07, 2010 5:40 pm
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No need to be so harsh :<

All I'm trying to do is giving a nudge on how to go about this. As RGSS(2) doesn't support tileable cropping of a sprite, that's the next best I've been trying to come up with. I'm not saying it's worth it, easy or necessary at all... just trying to help a fellow scripter out :x

...and I really can imagine this to work fluently, done in C...

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    MarioSuperStar
  Thu Aug 19, 2010 10:40 pm
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umm... how can i create new events like the fireball event?

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    silver wind
  Thu Aug 26, 2010 3:43 pm
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sorry for the late reply, you probably figured it out, but anyway
there are instructions in the code itself.

Expand to see the code.


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    MarioSuperStar
  Fri Aug 27, 2010 12:35 am
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well, i have tried it, it works. but how do you add an event page for its actions?

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    silver wind
  Fri Aug 27, 2010 3:16 pm
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You can make an event with those action, and clone it.
If you download the demo, you can see how to disable the original event, and only show the clones. (look at the bunny event in the top right)

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    MarioSuperStar
  Fri Aug 27, 2010 10:19 pm
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thanks fro your support.

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