# TutorialFogs and Panoramas

#### Aki

##### Ace trainer
Member
Aki submitted a new resource:

Fogs and Panoramas - Learning how to get really fancy with your game's visuals

Let's talk graphics! If you're looking for something special to help set the mood, you might consider trying out some Fogs or Panoramas; but what are they?

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[tab=So what are Fogs?]

1. An image that lays over the entire map
2. It can be a still image or an animated .GIF
3. It can be any size; if it's not as big as the map it will be tiled/repeated to cover everything
4. Its' transparency can be controlled in RMXP
5. It can be set to move through RMXP (not animation,...
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#### NoodlesButt

Member
I did not know you could set the fog/panorama in the tileset database. Nice tutorial.

#### WesKun

##### DarkShedinja
Member
Nice Tutorial !

I was wondering if the fogs could be implemented during a time period ( morning/evening) do you know how to accomplish such thing ?

#### Aki

##### Ace trainer
Member
Nice Tutorial !

I was wondering if the fogs could be implemented during a time period ( morning/evening) do you know how to accomplish such thing ?

Yeah! Check out the wiki article on time sensitive events, it wouldn't take too much to set up a Parallel Process event for a single map. If you're thinking more like night tones across multiple maps then fogs might not be the best option

#### Venomous_Zero86

##### Rookie
Member
i wanted to know if u have any fogs and panaramas u can give ive been trying to look for some but am beat and this seems really cool to have

#### Aki

##### Ace trainer
Member
i wanted to know if u have any fogs and panaramas u can give ive been trying to look for some but am beat and this seems really cool to have

I recommend checking out this raw resource by Mr. Gela, there's a lot of images that'll make great panoramas and fogs with just a little formatting.

I'll share these links but they're probably for the most part too specific to be usefull:
Check the 3rd spoiler button that's "Resources for Devs" and you'll find some fogs. Here's a direct link to the resource album for BS, I think there's some fogs in there.

#### MagentaGiratina

##### Distortion World Enthusiast
Member
Is there a way to keep a fog in the same relative position regardless of where the player is? This fog is sized to the size of my map, or at least it's supposed to be, and I'd like it to have the light coming out of the bottom of the screen regardless of the player's location, since having it tiled kinda breaks immersion. Ignore the ugly map, I use it to test HM items.

#### TechSkylander1518

##### Wiki Dweeb
Member
Is there a way to keep a fog in the same relative position regardless of where the player is? This fog is sized to the size of my map, or at least it's supposed to be, and I'd like it to have the light coming out of the bottom of the screen regardless of the player's location, since having it tiled kinda breaks immersion. Ignore the ugly map, I use it to test HM items.
Well, one trick I've found can get a similar effect is to have an event that displays it as an image, and make your fog semi-transparent so the player can still see through it. That keeps it at the same position relative to the player, though, not to the map, so I don't know if that's what you're wanting.

Another option could be to set it as the graphic for an event? It'd end up being a big image because you'd have to arrange it to a 16x16 grid, but you can make events a lot bigger than the 32x32 tiles.

#### Aki

##### Ace trainer
Member
Is there a way to keep a fog in the same relative position regardless of where the player is? This fog is sized to the size of my map, or at least it's supposed to be, and I'd like it to have the light coming out of the bottom of the screen regardless of the player's location, since having it tiled kinda breaks immersion. Ignore the ugly map, I use it to test HM items.

Hmm...I have an idea I'll suggest but I'm not sure how people normally do this. Try putting the fog graphic you made into the Pictures folder instead, and then you can call it with a 'Show Picture' command (it's on the second page of event commands). That will keep it attatched onto the camera instead of just overlaying the map. There is sometimes a bug related to doing this with the screensize set to Large, and you'll have to remember to erase the picture with an event when you no longer want the effect, but I think this'll do what you're looking for!

#### Kychu

##### Developer of Pokemon: Moonlit Skies
Member
I have a question that I seemingly can't find an answer to online. Is it possible to have a fog/panorama scroll seamlessly on a map using x and y coordinates?
Here's a video example using rpg maker mv.

I'm sure it can be done, and needs some work. I just can't figure out a method to do it.

#### NoodlesButt

Member
I have a question that I seemingly can't find an answer to online. Is it possible to have a fog/panorama scroll seamlessly on a map using x and y coordinates?
Here's a video example using rpg maker mv.

I'm sure it can be done, and needs some work. I just can't figure out a method to do it.
There isn't one built into RMXP (although there was for it's predecessor...) so you'll need a script. I used this one in Attack On The Space Station for the scrolling space background. Make sure you credit The Sleeping Leonhart.
Ruby:
#===============================================================================
# Panorama Mover 1.1
#===============================================================================
# The Sleeping Leonhart
# Version 1.0
# 23-8-2007
#===============================================================================
# This little script allow you to move the Panorama.
# You can move the panorama with this command
# $game_map.move_panorama(x,y). # Else you can compile the AUTOSCROLL_MAP hash for an auto movement in # specificated map. #=============================================================================== module Panorama_Mover # AUTOSCROLL_MAP = {map_id => [x movement, y movement] AUTOSCROLL_MAP = { 1 => [2,1] } # this is for the map not declarated in the hash don't touch if you dont know #what are you doing AUTOSCROLL_MAP.default = [0,0] end class Game_Map attr_reader :panorama_ox attr_reader :panorama_oy alias tsl_game_map_setup setup def setup(map_id) tsl_game_map_setup(map_id) @panorama_ox = 0 @panorama_oy = 0 end def move_panorama(x,y) @panorama_ox += x @panorama_oy += y end alias tsl_game_map_update update def update tsl_game_map_update move_panorama(Panorama_Mover::AUTOSCROLL_MAP[@map_id][0],Panorama_Mover::AUTOSCROLL_MAP[@map_id][1]) end end class Spriteset_Map alias tsl_spriteset_map_update update def update tsl_spriteset_map_update @panorama.ox +=$game_map.panorama_ox
@panorama.oy += $game_map.panorama_oy end end #### Kychu ##### Developer of Pokemon: Moonlit Skies Member There isn't one built into RMXP (although there was for it's predecessor...) so you'll need a script. I used this one in Attack On The Space Station for the scrolling space background. Make sure you credit The Sleeping Leonhart. Ruby: #=============================================================================== # Panorama Mover 1.1 #=============================================================================== # The Sleeping Leonhart # Version 1.0 # 23-8-2007 #=============================================================================== # This little script allow you to move the Panorama. # You can move the panorama with this command #$game_map.move_panorama(x,y).
# Else you can compile the AUTOSCROLL_MAP hash for an auto movement in
# specificated map.
#===============================================================================
module Panorama_Mover
# AUTOSCROLL_MAP = {map_id => [x movement, y movement]
AUTOSCROLL_MAP = { 1 => [2,1]
}
# this is for the map not declarated in the hash don't touch if you dont know
#what are you doing
AUTOSCROLL_MAP.default = [0,0]
end
class Game_Map
alias tsl_game_map_setup setup
def setup(map_id)
tsl_game_map_setup(map_id)
@panorama_ox = 0
@panorama_oy = 0
end
def move_panorama(x,y)
@panorama_ox += x
@panorama_oy += y
end
alias tsl_game_map_update update
def update
tsl_game_map_update
move_panorama(Panorama_Mover::AUTOSCROLL_MAP[@map_id][0],Panorama_Mover::AUTOSCROLL_MAP[@map_id][1])
end
end

class Spriteset_Map
alias tsl_spriteset_map_update update
def update
tsl_spriteset_map_update
@panorama.ox += $game_map.panorama_ox @panorama.oy +=$game_map.panorama_oy
end
end
Thank you. I'll be sure to credit them.

Would I have to put it in as a conditional branch, or anything like that specifically for it to work?