![]() You can also see the difference between simply stretching the image and scaling it with waifu2x. Here is the same example tileset I used to make it MV compatible. This way, we managed to increase the scale without losing any quality. Since this resolution was bigger than we needed, we used GIMP editor to scale it from 100% to 75% to get the exact MV resolution. We first used upscaling technique generated by Deep Convolutional Neural Networks algortihm in waifu2x website and doubled the resolution of our image. It would make the image low quality and blurry. We needed to increase the resolution of the tileset according to this percentage but we couldn't simply stretch it by changing its size in an image editor such as GIMP or Photoshop. This number is 50% higher in MV which is 48x48. RPG Maker VX Ace is using tile size as 32x32 pixels. Now we can use it to create our game in MV properly. 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.Aaand that's it! We have successfully transformed RPG Maker VX Ace asset to MV. 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. In RPG Maker VX, only one tileset can be used for a game, while in other releases of RPG Maker, over a hundred tilesets can be used in a game, but only one can be used for a single specific map at a time. The Red, Green, and Blue sliders let us affect how intense those separate colors are, while the Gray slider controls the overall color intensity. A Tileset, known as a 'chipset' in older versions of RPG Maker, are a collection of tiles used to build a map. 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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