![]() 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. If he has any problems (please dont, I love these!), I will take it down.The event command is split into two main sections, Color Tone and Duration. If I remember, he said they can be used for a project, but I am unsure if this is one of tose things he had in mind. The thing is all credit goes to 4th Gen Matt for making the Sprite Sheets in the first place. Thanks to VGMaps, Spriters Resource, Bulbapedia, and others for the sprites, as I would not have attepted this if the sprites were not readily available.Īlso, I ported the DS sprites of the Pokemon into MV. Thanks to Irfanview,, Alfreds Sprite Unpacker, and other various programs, this is pretty easy, except for the Tilesets. Everyone says they can easily do this, but noone ever shares to make the rest of our Fan Game Making lives easier! To that, I say NUTS! ~How is it?Įh, purty expansive, if I can polish my own ego for a sec. I got tired of looking for MV resources, so I took matters into my own hands. I will consider it done when I complete the Gen 3 Tileset (which is what I am on now) ~Why is it? I try to update generally every two months. Includes Tilesets, Pokemon Sprites, Overworld Sprites, and a ton more! Covers Gen 1, 2, Beta 2 (you read that right), TCG, FRLG, and Gen 3 (minus the tiles for now). If you are stupid enough to use these for commercial purposes, you deserve whatever happens to you, but I did warn you.Ī comprehensive set of Pokemon tiles, lifted from alot of sources, converted into RPG Maker MV format. These are meant for Fan Games and other projects only. No plans to convert the Gen 4 humans, this ws purely spur of the moment.ĭue to life constantly kicking me in the Poke Balls all month last month, the Gen 3 Tiles are currently in hiatus. ~The biggest and best addition: Thanks to 4th Gen Matts HGSS Overworld character sheets, I converted all the Overworld Pokemon into MV format! They do fit with the Gen 3 Overworld characters well enough. ~General renaming here and there, and condensed Gen 4 (HGSS and DPP) to get rid of ALOT of same Pokemon sprites. ![]() did not plan on this update, but something wierd happened and my first page is gone, so I decided to add what I had already. The "Emergency Thread Fixing" update! Now at Version 0.94. ![]() ![]() Not sure how or why, but my top page babble seems to have disapeared, along with my first page of replies! So, here we goes. Pokemon RPGM MV Ultimate Resource Pack V0.94 (12/14/18) !RED ALERT!
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