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Dynamic Overworld Shadows

Resource Dynamic Overworld Shadows 2.0.1

What I basically mean is that pixel density on the shadows is 2x higher than on the tiles. So pixels of the shadows are smaller than pixels on tiles.
Ah, I understand now. I could tweak the math so it draws according to the "double pixel" used to create the tiles. But I don't really see it as something that needs urgent attention.

I'll add it to my to-do list anyway.
 
Is this supposed to show up in the output window?
Exception 'NoMethodError' at [Dynamic Overworld Shadows] 001_Menu_Options.rb:57 - undefined method 'pbBitmap' for #Window_PokemonOption>
 
Hello Zik,

I really love your Dynamic Overworld Shadows 2.0.0 script, but I'm having trouble switching the shadow mode.


According to the script description, there are three modes: BASIC, STANDARD, and ENHANCED. I want to use the ENHANCED mode (real-time animated silhouette), but after modifying the relevant parameters in 000_Settings.rb (like setting SHADOW_MODE = :ENHANCED), the game still displays the static circular shadow of BASIC mode.


Could you please explain the exact steps to switch to ENHANCED mode? Do I need to add any tags to events, or modify other configuration items?


My environment is RPG Maker XP with Pokémon Essentials v21.1.
 
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