View Single Post
  #30  
Old 07-16-2009, 08:42 PM
Rufus Rufus is offline
Registered User
Join Date: Jun 2004
Location: United Kingdom
Posts: 4,698
Rufus has much to be proud ofRufus has much to be proud ofRufus has much to be proud ofRufus has much to be proud ofRufus has much to be proud ofRufus has much to be proud of
Quote:
Originally Posted by DustyPorViva View Post
Instead of scripting it using seteffect, you can change the colors of the tilelayer itself to have the same effect... but I don't like the look of just the tiles being colored, but all sprites/NPCs not. This includes doors and such as well. If we had more image layers we could use a polygon with mode 0 to have a much better looking effects, but ya...
When you color tiles using script that's all it comes down to. I doubt you'll get a similar night setting just coloring in the tiles with one tone.

Quote:
Originally Posted by DustyPorViva View Post
The lighting themselves could be very smooth if done right. All it needs is a buffer calculation between the hours that will smooth for each minute/second or so. It's not that hard and I've done it plenty of times before.
It's a just dark overlay, and like already mentioned, obstructive to sight rather than aesthetically conveying a "night" setting.
__________________
Quote:
Originally Posted by Loriel View Post
Seriously, you have ****-all for content and you're not exactly pulling in new developer talent, angling for prestigious titles should be your last concern.
Reply With Quote