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Move the sliders around to the left or right to decrease or increase the amount of a particular color to the map. With this event command, we can add a tint of color (or remove the color) to/of our maps. If you didn't know about this, you're in for a real treat. This really made it look a lot more like a murky swamp didn't it? This was accomplished with a Screen Tone event command.Īhh. What else can we use to change the atmosphere of our maps? You may have noticed that the previously shown swamp map I made had a dark brown tint to it. There's also another much more complicated use for fogs: Cosmetic Lighting. Just because this overlay graphic is called a Fog graphic doesn't mean it's always going to be a fog. There are more fogs for you to use in different maps, such as underwater, in a forest or a sandstorm in a scorching desert. It may be a subtle difference, but it's a good difference. Here's an example of how a fog can make a map look better: This way, you can move the fog diagonally. Combining SY and SX - You can input a number in both the SY field and the SX field.Negative numbers move the fog down, positive numbers move it up. SY - SY stands for the y-axis speed of the fog.Basically, you can make the fog move to the left (negative number) or right (positive number). SX - SX stands for the x-axis speed of the fog.100 will keep it at its normal size, 200 will double its size. Zoom - Here you can set the zoom percentage of the fog.You'll never need it, so there's no point explaining it. Blending - If you don't know what this does, you don't need to know.Input a larger number to get a thicker fog. 0 will make the fog invisible, and 255 will make it the only thing visible. Opacity - With this option, you can enter a number between 0 and 255.Now let's move on to the second map setting that is important to the atmosphere of your maps, Fog graphics.Ĭlicking the Fog graphic box brings up a window similar to the one from before, except now there are a few options on the right side of the preview-box. Play around with Panoramas, and you'll be making better maps in no time! Fog Graphics You're better off just using photoshop to edit it. However, as you can see, it does affect the quality of the panorama. I moved the slider to right here to get a sunset type effect: You can play around with the panorama hue if you want, but it will rarely make it look better. This adds a cool effect to your game, and looks awesome in cut-scenes. See? You can see more of the mountains now that Aluxes is at top of the map. This will let him or her look over the edge of a cliff a little bit more. This way, when the player walks up, the screen moves up. The trick with these panoramas is to add a little extra height to your map at the top. This was just a quickie to use as an example. So if we make a mountain map like this:ĭon't mind the crappy map and errors. The Panorama graphic will display on all blank tiles. Now then, we've set the Panorama for this map, but how do we map to make sure the Panorama shows? Simple. :3 So pick a sky panorama, and make sure the event's trigger is parallel process. Pretty cool huh? All of the default panoramas are horizontally tile-capable. If you hadn't seen the panorama by itself, you wouldn't have been able to tell that it was a tiled image. When we put two of these side by side, the result is this seamless double in size panorama: These are graphics that can be connected over and over again side by side without looking weird. Right now you may be wondering what I mean by tiling (as in tile) panoramas. Below the box is a slider bar that changes the hue of the panorama before it is displayed. When you select one, it is displayed in the box to the right. To the left, there is a list of tiling panoramas.
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When we click on the Panorama graphic box, a window pops up. Let's go over the panorama graphic first. To change these, we use an event command. First up, let's go over the two map settings that are important to the atmosphere of your maps: Panorama graphics and Fog Graphics.