*** Note for Steam customers: This update will be added to Steam very shortly. To celebrate this new update, we've got a couple exciting details for those of you who haven't purchased the engine yet! The price for Khas Ultra Ligthing is now permanently reduced to $19.99 - that's 5$ savings over the old price.Īnd from now until March 2nd, you can save an extra 30% off Khas Ultra Lighting in the RPG Maker Web store with the code: gimme-lightĪlthough this is a VX-Ace product, Khas has not forgotten our MV fans! You can grab a free plug-in for MV here: Īs always, we value your feedback! Let us know how you like Khas Ultra Lighting system and don't be afraid to share a screenshot or two. With its easy-to-use format, this engine will help you add depth and interest to your game's environments.įor current pack owners - To grab this free update, simply log into your RPG Maker Web store account and navigate to the purchase that includes Khas Ultra Lighting. If you're not familiar with Khas Ultra Lighting, it's an advanced lighting engine for RPG Maker VX Ace that can be used to enhance your maps and scenes. The update includes script fixes, making this product easier and faster to use than ever. Legal: I'd also like to include this script, old and / or new version in my "Collection" to be distributed with your permission.Today, we've got a fantastic new and FREE update for all you Khas Ultra Lighting owners! If this is no longer being maintained, you could post what you have, even if its not complete / functional and we can add to what exists. Comment Config for initial settings only.įlexibility in Comment Config to allow compatability with other Scripts that use Comments for Config. Light Properties can be changed on the Fly. I'll add some things to the list of requested features: I read that F0 helped him and I was curious if any of you know whether or not something like this can be done. So yeah number 3 is the only issue I can't work with. (thank you to kevin.ds for pointing this issue out)" (3) Make it so if you set the light source on a separate page ( as in called by a switch or something) will activate the light. (2) Make it so you can create the player as a light source (1) Make it so only the light's that are visible update Take the switches off and it reads that page first calling the lighiting. Here is my problem, since they are always called by switches or self-switches (Day/Night cycle using CCTS), they don't light up. So I was looking at the script on this page and I think it will be handy for the firefly event that I've made. Ton = Tone.new(-t.to_i, -t.to_i, -t.to_i)īri = << Light_Source.new(event, rad, ton, fli, glo, bri, << Light_Source.new(event, rad + 50, ton, fli, glo, bri - 25, << Light_Source.new(event, rad + 100, ton, fli, glo, bri - 50, filename) Unless thod_defined?(:new_light_render_disp)ĭef Unless thod_defined?(:new_light_render_updt) Unless thod_defined?(:new_light_render_init) # Added render light method to set up light array # Redefine dispose to destroy light array # Redefine initialization to create light array # Any questions, comments or issues you may reach me at:Ĭlass Light_Source = || self.opacity <= 0 # brightness :the brightness of the light source (0 - 255) # glow :type true if you want the lights to glow # flicker :type true if you want the lights to flicker # tone_blue :tone blue value to be mixed (0 - 255) # tone_green :tone green value to be mixed (0 - 255) # tone_red :tone red value to be mixed (0 - 255) # To create an event as a light source, create an event and set the first # Allows the user to set up dynamic lights on the game map
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