![]() Single-sprite-sheets need a $ at the beginning of the filename and are 3x4 times the base sprite size (96x128 if you go by default)Įight-sprite-sheets like the actor sheets must not have a $ in the filename, and are 4x2 single-sprites or 12x8 base sprite size (384x256 if you go by default). (the HF-Pack for example use realistic sprites about 32圆4 pixel) Default would be 32x32 pixel, but there are several larger sprites (monsters) even in default, and the sprites for some add-on-packs are larger. Sprites can be any size, and the spritesheet-size depends on the size choosen for the single sprite. 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.There is no spritesize, and there is not simple tileset-size. 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. 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. 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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