Code: Select all
init:
transform blur(child):
contains:
im.MatrixColor(child, im.matrix.saturation(.5) * im.matrix.tint(1.0, 0.8, 0.6) * im.matrix.brightness(0.2) * im.matrix.opacity(1.0))
contains:
im.MatrixColor(child, im.matrix.saturation(.5) * im.matrix.tint(1.0, 0.8, 0.6) * im.matrix.brightness(0.2) * im.matrix.opacity(0.6))
xoffset -1
contains:
im.MatrixColor(child, im.matrix.saturation(.5) * im.matrix.tint(1.0, 0.8, 0.6) * im.matrix.brightness(0.2) * im.matrix.opacity(0.6))
xoffset 1
contains:
im.MatrixColor(child, im.matrix.saturation(.5) * im.matrix.tint(1.0, 0.8, 0.6) * im.matrix.brightness(0.2) * im.matrix.opacity(0.6))
yoffset -1
contains:
im.MatrixColor(child, im.matrix.saturation(.5) * im.matrix.tint(1.0, 0.8, 0.6) * im.matrix.brightness(0.2) * im.matrix.opacity(0.6))
yoffset 1
contains:
im.MatrixColor(child, im.matrix.saturation(.5) * im.matrix.tint(1.0, 0.8, 0.6) * im.matrix.brightness(0.2) * im.matrix.opacity(0.3))
xoffset -2
contains:
im.MatrixColor(child, im.matrix.saturation(.5) * im.matrix.tint(1.0, 0.8, 0.6) * im.matrix.brightness(0.2) * im.matrix.opacity(0.3))
xoffset 2
contains:
im.MatrixColor(child, im.matrix.saturation(.5) * im.matrix.tint(1.0, 0.8, 0.6) * im.matrix.brightness(0.2) * im.matrix.opacity(0.3))
yoffset -2
contains:
im.MatrixColor(child, im.matrix.saturation(.5) * im.matrix.tint(1.0, 0.8, 0.6) * im.matrix.brightness(0.2) * im.matrix.opacity(0.3))
yoffset 2
Code: Select all
label start:
show eileen happy:
xpos 0.5
$ renpy.pause()
show eileen happy at blur
with dissolve
"Some good memories"
#or whatever, you get the idea. Feel free to use this code and play with the values
And, possibly for going to Preferences or Save/Load, or the "Are you sure you want to quit?" screen... instead of having one specific game menu root image.
So... the transform function itself works great, but I don't know if it's possible to create a function that will apply this transform to the whole background and any characters currently visible, when those new screens are called... and remove it and restore the previous images when the screens are dismissed.
Is this too much to ask?
There may be no such method and I can ham-fist a manual version during pop-ups and NVL only - but I'd love to have a single function for it, and to be able to do game menus this way too.