So I've gone through many tutorials for the ACE editor, and I'm starting on my project (maybe a little too ambitious) and I noticed/realized that in the editor there is no real direct control over lighting conditions outside of a screen tint. It seemed like this was the best place to ask about this. Khas Graphics Library - Latest version: 2.00 (script) | 2.Since this is my first post, please bear with me. These scripts are included with the Ultra Lighting, but they can be updated separately! I will keep a link to them and their version here so you can always easily check if you're using the latest version! Lighting on/off quick fix ( free add-on) - Use this if you're having trouble with map notetags Use with caution - may not be necessary.ĭeprecated add-ons (not needed if you have the version 1.1 or greater) Sticky Jump (included - ready to use!) - Fixes some an issue with jump. Light/Shadow Detector (included - ready to use!) - Adds detectors to your game. Vlue's Advanced Game Time - Compatibility add-onīattle Lighting (included - ready to use!) - Adds lighting to battles! Ultra Fog ( free add-on - fog graphics) - The best fog script you can have with Ultra Lighting. Light Groups (included - ready to use!) - Group lights and control their opacity Lantern (included - ready to use!) - Adds support for a lantern item, including a hotkey Graphics Menu (included - ready to use!) - Let the player adjust the graphics settings Please note that they will only work if you have the Ultra Lighting script - otherwise your game will crash. Some will add new features, some will make the script work better and some will make other scripts compatible with Ultra Lighting. These add-ons can be downloaded here and added to your game. Smart chunk management increase performance on big maps Random opacity variation (useful for torches and broken lights)Įasy to upgrade from Awesome Light Effects Fast graphics processing = fancy effectsĪdvanced light blending (realistic and beautiful colors) Who knows what the shadows can hide?Īchieved with KGL. The system is designed to be highly compatible with all kinds of scripts, turning it into an essential feature that can be present in all of your games. Hiding characters in shadows or showing them in bright light, give your game a completely new look! Adjust lighting conditions to suit your game’s style, creating well-illuminated houses or spooky dark caves.Ĭreated by Khas, the Ultra Lighting is an advanced lighting engine for RPG Maker VX Ace, which employs fast per-pixel operations to render lights and shadows, resulting in an immersive scene. New add-on: Light/Shadow Detector | A new add-on for users with lots of creativity! You can add shadow and light detectors to a map, bringing puzzles to a new level. New add-on: Battle Lighting | Adds a lighting layer to battle scenes! It gives new life to your battles. It should be used with caution, but you'll know if you need it. New add-on: Sticky Jump | This add-on fixes an issue some people have with jumping. This is a powerful tools for scripters!Īdded comment tags to override offset | Now you can override a light's offset by using the commands and, where A and B are integers in pixels (can be negative). It's easier to use!įixed tag to sync with the switch | Fixes a bug which was causing problems with lighting controls.Īdded F12 reset compatibility | Integrates the previous add-on functionality to the core script.Īdded light level command | For creative users, now you can measure the light level by calling $game_level(x, y). Script commands now work with omitted time (instant) | For those who like to use Ultra Lighting script commands, now they work with omitted time. Khas Graphics Library updated to 2.0 | KGL was updated to add performance fixes and a fix for triggering anti virus software false positives. The definitive update is available! The demo now includes more gameplay to cover the new features, I hope you guys like it There's an updated (and free for non-commercial projects) MV version here (click me!).
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