SorryI was originally trying for a real-time blurring algorithm, but rmxp creates the maps by drawing sprites into separate viewports with different depth values (thus creating 3 layers) and working in a realtime blur would involve layering every sprite like this and altering the opacities. Unfortunately I am not sure how to manipulate direct x through ruby scripts otherwise I could have put in an real gaussian blur algorithm that could be applied over the screen in real time.
I will try working out a way to make a new method for the sprite class that will mimic a blur for each sprite, if it doesn't lag like a bitch then I might be able to work out a real-time blurring script.
EDIT: I made slight error, the sprites are drawn on, however the tilemap is not drawn as a sprite and there is no built in way to modify the tilemap's opacity. There for the best I could do would be just the event's and player blurred...and that would be really laggy. The best workaround I could see for you would be to create seperate tilesets with a gaussian blur effect added to it so that when the character is drunk you could just switch tilesets and emulate a blur. There may be a way to apply a realtime blur But i believe that is beyond my knowledge anyways sorry man, wish i could help.
Hey that's pretty cool! I never thought about the before, creating scripts where you can set states to alter actual gameplay...I will have to keep this in mind. Also I must mention getting drunk in video games is fun, you can drink all you want without spending a cent and without the hangover :alright:
And thanks RGangsta I hope you find some use in it! I wanted the script so I could display the menu over a blurred game screen (kinda like a lot of newer games tend to do) and couldn't find any real-time blurring scripts (which I assume is the nature of rmxp, and it seems there isn't much direct ruby/directx support) And unfortunately it isn't quite an "true" blur but it emulates it well enough for me :)
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