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Found 33 results

  1. Sorry if "programming" is the wrong subforum, I don't really know where else to put it and I think the solution is going to be by editing a script anyway. I have a day and night system in my game and when the time of day changes, a parallax background of the sky, of which is reflected in water, changes. The issue I have is that when loading the game, the parallax takes a split second to load after the game already loads, which looks terrible and ruins immersion. So my question is, is it possible to load a map parallax before the map is fully loaded? Perhaps it would be in Scene_Load, right before the map appears, under "if DataManager.load_game(@index)", it will check if switch "x" is on, and if it is then "parallax x" will be the parallax that is displayed as the map loads. In theory this should be possible since you can set a parallax in the editor itself that loads before the map is shown, right? Thanks for any help
  2. Kokoro Reflections Free RPG Maker Resources Please check out or terms of use here: https://kokororeflections.com/terms-use/ Free Grand Staircase Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Shown with our Trees and Foliage Super Pack which can be found on our website or on Itch.io. Free Large Bird Cage Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Shown with our Trees and Foliage Super Pack which can be found on our website or on Itch.io. Free Fancy Door Shown with our Urban Modern tileset which can be found on our website or on Itch.io. Free Large Jeweled Clock Shown with our Elemental Dungeon tileset which can be found on our website or on Itch.io. Free Eagle Statue Shown with our Urban Modern tileset which can be found on our website or on Itch.io. Free Elemental Jewel Tree Shown with our Elemental Dungeon tileset which can be found on our website or on Itch.io. Free Large Trees for RPG Maker Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Shown with our Trees and Foliage Super Pack which can be found on our website or on Itch.io. Free Animated Gem Statues Shown with our Elemental Dungeon tileset which can be found on our website or on Itch.io. Free Natural Rock Swimming Pool Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Shown with our Trees and Foliage Super Pack which can be found on our website or on Itch.io. Free Angel Statue Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Shown with our Trees and Foliage Super Pack which can be found on our website or on Itch.io. Free Warrior Statues Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Free Tuscan Windows Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Free Seashell Bridges Shown with our Deep Ocean tileset which can be found on our website or on Itch.io. Animated Garage Doors Shown with our Urban Modern tileset which can be found on our website or on Itch.io. Animated Toll Gate Shown with our Urban Modern tileset which can be found on our website or on Itch.io. Seashell Houses Shown with our Deep Ocean tileset which can be found on our website or on Itch.io. Trees Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Animated Cars and Trucks Shown with our Urban Modern tileset which can be found on our website or on Itch.io. Stained Glass Autotile 2 Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Stained Glass Medallion Window Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Stained Glass Autotile Windows Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Fairy Tale Clock Tree Animated Bubble Events Tall Orb Statue Fairy Tale Lantern Tree...thing #2 Fairy Tale Lantern Tree...thing Fish Statues MV Autotile Windows (be sure to read instructions) Animated Orb Statues MV Beds Multicolored Autotile Walls for MV Parallax Ship Sky Backgrounds for various purposes
  3. Hello everyone! Well, I have three map screenshots to show you and I would like your feeback. I've been trying to improve them in every possible way, but perhaps you have some suggestions. Well, all these maps are from the same area: The Lortrec Catle. There are more maps in the area, but I would like to rework on them before posting. These are the screenshots (Ignore the fact that one of them has a significantly visible transparent background part that I forgot to remove): I hope you like these maps!
  4. I have a few parallax maps I'd like critique on, I currently have no use for them except examples for my level of mapping. Over the maps, I have some lighting that can be put in games as overlays; I have two different kinds of light, outdoor and indoor. Outdoor's style is based on the top left corner with beams of light, as well as darkness surrounding the edges to create a contrast effect (based partly off of Echo607's lighting tutorial). Indoor's style has a dark overlay with low-opacity erasing where light comes from (windows, lights, and doorways), as well as a few beams and 'lighting fogs' as I call them (low opacity yellow or white over the light source). Here they are. Here's a newer map, too! It's definitely my best (in my opinion). I hope you like it too; share any feedback you have for me.
  5. Greetings everyone ! The matter of this topic is that , I've been recently giving myself to parallax mapping . As it may be a little hard to render , I do consent that gives out a lot more smoothly . So here are my two questions : First : Would you still play a game and think it is good-looking even though it isn't parallax mapping ( imagining that the creator of the video game still spent a lot of time making those maps so they would look attractive anyway.) Second : Here is my two very first mapping , therefore I wish for your opinions and advices . Please , keep in mind that these are first attempts . (Normally , there are also little fairy-like particles that are smoothly flickering to give some depth but I could not include them .) [The first map (entitled "Chrysalum Cove") is meant to be a gloomy and remote cove/cave that yet inspires enchantement and captivation. I do not have much story about it yet but it is supposed to keep hidden a ressourceful slash ancient tree . The second one [no name yet] is meant to be a nature , ancient-looking forest slash ruin's entrance . ] EDIT : I just noticed that there is a blue-shaded square near the lower part of the first map , please do not mind it . I do not even know why it is even here since it isn't on the original file . I am looking forward for your replies ! Thank you .
  6. vampirewarrior661

    Parallax Mapping Help!

    Hi I'm having an issue with passability I think. i used Celiana's parallaxing guide and tiles and followed her instructions exactly but I am getting this weird glitch when I play test the player sprite walks by itself into a corner can someone tell me how to fix this? I also play tested Celiana's game sent with the guide it does the same thing mine does.
  7. Hello. (Umm, first I must say I don't know does this belong here, so if this is wrong place, please move it to the correct place.) But yeah, I need advices about parallax mapping. I know how to do it and how to use scripts that uses different layers like ground, light, parallax etc. And I consider myself as "average" gimp user, so creating own stuff itself is not a problem. SO, The problems is when my maps grows larger than my screen, and I can't take 1:1 screenshots in editor. Because I use that editor picture as a base, where I add new layers, like trees, darker sand, grass or whatever and fine tune it a little bit. It's easy to create layers to 1:1 scale. But it doesn't work if I can't take the screenshot from 1:1 scale. (I was thinking actually some kind of program, which could take wider 1:1 screenshot than screen, but I'm little sceptic if programs like that even exist ) And I know how to do exactly right size layers (32 x map's width and height), but there's no way I'm gonna do parallax mapping for "blinded", because I don't have the editor picture, it's just too impractical. I'm not sure if anyone can understand my confusing explanation, but any hints, tips, advices or anything, for creating parallax for big maps are welcome.
  8. TheChronicler

    Horror RPG: Help

    Hi so I'm working on making my very first horror rpg called "Revenant's Edge" but I've run into a few problems so if anyone could give me a few helpful tips that would be awesome. Ok, so my first problem is with my choice text being dark like the rest of the background instead of normal like the regular text box. My next problem is that while I got one chase scene to work through multiple events I still need some help finding an easier way to make something chase and damage the character. After that I need help finding a simple horror menu screen with only three options, items, load, and a journal/notebook with no character screen. And lastly, I was wondering if anyone has a script or some tips on how to make a jump scare using an image flashing on the screen. P.S. if anyone knows of a good anti-lag script that would really help a lot too. Here's a few screenshots of the game:
  9. BCj

    [IGMC 2015] Escalia

    Presents: In 1630, the continent of Escalia was cast into turmoil when high king Alexis the Third was betrayed by his most trusted advisor Caelmor. Eventually the Caelmor's reign of terror was put to an end by Olivia Corin and her fellow heroes. The story of Escalia starts 21 years after Caelmor's defeat and follows Fayhe Corin, Olivia's magically gifted daughter, and her friends Lumia and Seyfer as they find themselves in a series of unfortunate events that could spiral out of control quickly and will decide the fate of the whole continent. No random encounters! Challenging enemies. Make sure to save often! Challenging battle mechanics: Guard has different effects for each character, and is only usable once per battle! Skill Synergies: Some skills will deal more damage or a guaranteed critical if a certain buff is applied! Flavour texts! You can interact with some objects and learn more about Escalia's characters, or you can gain items. Equipment Skills: Some of the best skills are only learnable by wearing your character's specific necklace. Make sure to find them to have access to some of the best skills available! Fully parallaxed maps! Quests! Also, optional sidequests. Custom Sprites and portraits. Custom Menu and Battle Hud. An enthralling story, set in the same universe as my main game, Startide. Do you like Escalia? You can add this to your signature: [url=http://forums.rpgmakerweb.com/index.php?/topic/43003-igmc-2015-escalia/][img=http://i26.photobucket.com/albums/c113/BabyCatjuh/Escalia/supportescalia.png][/url] If you enjoyed playing Escalia, you can help by voting for Escalia after 7th august 2015 on the IGMC contest site. Your support is really appreciated! (Click on the picture to go to Escalia's IGMC entry and vote!)
  10. Zattersmox

    parallax maps

    I tried my hand at this a week or so ago. The blue hallway/blood image is the oldest, and as such it's not very good. Suggestions or tips?
  11. I wanted to give parallax mapping and Kahs' truly awesome dynamic lights system a try yesterday. So, I threw together this noir-looking urban map in a couple hours. I used mostly various common licence textures found throughout the internet, and I combined them with materials from the High Fantasy and Horror bundles, some with minor edits. Here's the map! It's a part of the filthy, sprawling city (albeit without any objects at this point). The rich and poor live divided - the poor inhabit the valley where they bunk somewhere in the slums, or sleep in the city park. All the while, the upper middle class lives in relative luxury and their gated quarters are serviced by shops, cafes, communal buildings. Also, note - steam cars! Woo! However, it all looks better during the night. Hanging out with bums! Kittens! Also, all the objects such as lights, doors, etc. are just placeholders and are really ill-fitting. Never mind that, I think somebody's being driven off by the ambulance. Must be heart-warming to see such a protective older brother in a den of iniquity such as this! ... What? Climbing up the stairs to the Upper City, you could hear the girl at the news stand yelling: "Extra, extra, read all about it!" If you think poor people are asshats wait til you meet someone rich. I promised lizards, and a lizard I deliver! Hope you have fun looking at this little gallery of nonse, 'cause I had fun toying around with it.
  12. I've been carefully analyzing certain maps that many people have made. I've even taken the time to download some games people have made and ran through them enjoying all that they have made. But, there was one game that I played that was posted on another forum that was completely hand drawn and looked rather unique. The game was called Eulogy of an Insect and it had that certain charm that most Tim Burton films would have. I go back to look at my maps and started thinking about what to do with them... They are practically finished to a degree, but tiled mapping can only get you so far. I have messed with the concept of parallaxed maps before, even to the point of making my own hand drawn maps before Photoshop crapped out on me. And looking at how tile sets are limited in their size, I'm heavily deciding on making the transition to parallax mapping. So, here's the big question: Since I already have most of my maps made to the point of where I am happy with them, how hard would it be to convert them over from tiled maps to parallaxed maps? And also, would it be possible to keep certain parallax "backgrounds" the way they are? Like, having a parallax within a parallax.
  13. Howdy all! I wanted to share a couple of my maps from a project I'm working on. I really like your opinion on if anything is there I need to improve on. Mostly I'm trying to get the right atmosphere and setting. The following screenshots are raw; meaning they are done without lighting or any visual enhancing... very much done on Photoshop. Also I used screenshots/map saver as a base for parallaxing so you might see some strange things such as the grass covering some objects or vice-versa and blue mushrooms which I added as a grid. xD With all that said and kept in mind, I present thee... the screenies! And here's a screenie with the light effects. I saw Knighterius's screenies of his project and I saw these really nice light effects. So I was tempted to try it myself. :3 I'm still a newbie with the light effects so any tips are greatly appreciated. This one I'm trying to get a Blood Moon feeling but it's still a lot of work to do, such as the lighting in a dark red screen, it is barely visible but it's there. So what do you think as of now? Mind the title I added because I was showing this as a presentation in my classes... :3 More to come soon once I feel like spoiling more of it. xD I still need to show more than just forest maps. :3
  14. In-depth Parallaxing Guide Requested by KevinSSS. Also, THEAQIB posted a very helpful tip on how to get the photoshop grids working here. I am here to bring: Warning: This will be a heavily picture heavy tutorial since I wanted this to be a step-by-step guide. Introduction: Parallaxing is a great way to make your maps detailed and to make it look like your game does not have a grid. This method was very popular with RPG Maker VX due to the limited tile sets. This method is still used for VX Ace and can still be a handy tool to make your maps unique and detailed. Lets look at the pros and cons of parallax mapping: PROS âœDetailed maps âœOff-Grid looking maps âœUnlimited tile sets ✠The ability to manipulate the map by hand CONS âœFile Size will be much larger than using the editor âœTakes much longer to map than using the editor ✠Chances of errors to occur ✠A higher chance of your maps becoming too cluttered and busy Now, lets get started. The Scripts You Need: Galv's Layer Graphics Yanfly's Parallax Lock Hime works Map Screenshot Why are we using Galv's layer graphics instead of the lock pictures event? Well, when you use the lock pictures, it works well, except that if you use the tint screen command, the overlays do not get tinted as well. Due to this, I switched over to Galv's layer graphics, which is a powerful script and it also keeps my picture folder from becoming cluttered. Getting Set Up: The first thing you need to do is make a layers folder. All you have to do is go into the graphics folder and make a new folder and call it Layers. This is where we are going to put all our overlay maps and such. Now, we need to go into the game editor and go to the script editor. You can find it here: Now, place the scripts above â–¼ Main Process. Now, go back to the editor and right click on your map. You should see something called "Map Properties" open up. This is where you can change your tiles and background music. In this case, we are going to just focus on the Note section. We are going to put <tile lock parallax> into the note field. Now, where did I get that code from? This is from Yanfly's parallax lock script. If you look at the script, there are a few codes you can add, but we just want the tile lock parallax. This is to keep the tiles from scrolling with the player on larger maps. Basically, it makes the parallax act like the editor tiles. You can also use the <full lock parallax> command as well. We are ready to work on our map. Mapping and Outlining: There are two options now. You can either go straight into the image program and make you parallax from scratch, or you can add an outline for your map to get an idea of how you want it to look. We are going to go with outlining since it's the easiest. *NEW* Layer Command Key Guide For Gimp: Here is a guide to what the buttons mean for the layers tab in gimp: CHAPTER 1: Creating a House CHAPTER 2: Creating the Outside of the House CHAPTER 3: Animated Maps CHAPTER 4: Lighting and Shadows For a Room CHAPTER 5: Outside Lighting
  15. Heyo guys! I've been working on parallax mapping recently. My game ixias - Stellar Complex uses only limited amount of parallax mapping but the sequel to my game will use 100% only parallax maps so I'm trying to get the hang of it properly before the sequel hits development. Here's screens of two layers: BASE LAYER UPPER LAYER So the base layer is there all the time, obviously. And the upper layer shows only when the player is outdoors. But when he/she/it enters the indoors, the upper layer is removed. In-game shot: Tell me guys what you think!
  16. Hey everyone!! Mainly just been doing some more maps for my game titled (At least for the moment) Masks of Destiny. Just wanted to post some up and possibly get some feedback!! I my self cannot look at them without finding something wrong so i need some outside perspectives! thank you to anyone who is willing always need to get better!!!!!! And if you like the tile set it is Celliana's, she is INCREDIBLE!! So you should check her out UPDATE 2 At bottom of page!! 2-6-15 UPDATE 3 At bottom of page!! 2-10-15 UPDATE 4 At bottom of page, Samples of The Games World Map so far!!! 2-12-15 UPDATE 5 At bottom of page <UPDATED Samples of the World Map!!> 2-16-15 Here are the 3 new maps and below are what they look like in game: Thanks for any feedback! Thanks everyone! I know I suck... but i try! -Moog P.S. - here is a link to Celianna's webpage with her tilesets! http://pixanna.nl/
  17. MinisterJay

    Mushroom Cave Parallax

    I am new at doing the parallax mapping. I appreciate critiquing on every part you see. Thanks, Jay
  18. Would it be possible and good on the eyes to make a rpg maker vx ace game with parallax mapping using 3d images, im working on an entire chipset right now using only 3d models textured with Photoshop, and the maps are put together with gimp, anyways im just looking for opinions, for example do the realistic trees look okay or do the toon trees blend in better? Also I'm trying to figure out the best way to make these images where I can put them together seamlessly which is proving most difficult!
  19. I've recently seen a lot of people attempting parallaxing, but it always had one thing bothering me. Why create the whole map when tilesets are fine to begin with? So I used parallaxing to turn empty auto-tiled maps into not-so-empty maps. What do you think? Pictures
  20. Nina25912

    parallax image is only black

    Hi everyone I'm trying to use animated parallax by modern algebra and I have imported the images I'm using, but when I test the game the background is only black and the character can't move. This issue remained when I tried to use Yanfly Engine Ace instead (without any animations). I can't figure out why or what I'm doing wrong (I've looked at a few tutorials and followed them but it still doesn't work), anyone who can help me? Thanks Nina25912
  21. I was interested in parallax mapping but found there was a distinct lack of comprehensive tutorials regarding the core process... so I decided to write one. Don't get me wrong; there are plenty of tutorials out there but they seem to lack detailed instruction when it comes to actually making your maps work. I'll attach the files I used to create this tute at the end so, if you want, you can just try out the exact map used here for yourself. Note : This isn't a tutorial on how to use graphic editing programs like Photoshop or Gimp. Note 2 : This tutorial will cover 2 level mapping. Stuff that goes under the player and stuff that goes over the player. Note 3 : This is tested in VX Ace. Contents PART 1 - Creating the Parallax Map Create the Base Map Image Import the Base Map Image into RPG Maker Load a Parallax Lock Script Create a Parallax Tileset Create the map Making the map work PART 2 - Adding the overlay Create the overlay image Import the overlay image Add the script Create an event PART 1 1. Create the Base Map Image The first thing you'll want to do is create the base map image. This image will have everything that goes underneath the character (e.g. floors, carpet, chair bases) and everything the player is unable to pass through (e.g. walls, trees, etc.). RPG Maker works with a 32x32 grid so ensure your image size had a width and height divisible by 32. For example a 10 square wide by 5 square high map would need a 320 by 160 pixel image. When creating this file it's important to remember, as RPG Maker works in "squares", your "under player" and "same height as player" areas should adhere, roughly, to that grid. Save this as a png file preferably with transparency for the background if you're able). For this demo I wanted a 33x21 map so I created my image with resolution 1056x672 pixels. 2. Import the Base Map Image into RPG Maker Now open RPG Maker VX Ace. Press F10 to enter the Resource Manager, select Graphics/Parallaxes on the left and then click the Import button. When prompted for a file choose the one you created in Step 1. 3. Load a Parallax Lock Script] Parallax backgrounds, by default, scroll at a different rate to the foreground. In order to prevent this you should add a parallax locking script. There are a number available but, personally, I prefer the Yanfly one which you can get here. To import the script just press F11 to open the script editor, scroll down the left hand list until you see "Materials" (near the bottom)select the row beneath that and press Insert. Now past the following code into the right side window (this code is the Yanfly version I was using at the time this tute was created) #============================================================================== # # â–¼ Yanfly Engine Ace - Parallax Lock v1.00 # -- Last Updated: 2012.02.19 # -- Level: Normal # -- Requires: n/a # #============================================================================== $imported = {} if $imported.nil? $imported["YEA-ParallaxLock"] = true #============================================================================== # â–¼ Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2012.02.19 - Started Script and Finished. # #============================================================================== # â–¼ Introduction # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script gives developers the ability to lock a map's parallax and cause # it to not scroll by either vertically, horizontally, or both. Furthermore, # this script also enables tile locking the map parallax, allowing the parallax # to only move in conjunction with the player. # #============================================================================== # â–¼ Instructions # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # To install this script, open up your script editor and copy/paste this script # to an open slot below â–¼ Materials/ç´ æ but above â–¼ Main. Remember to save. # # ----------------------------------------------------------------------------- # Map Notetags - These notetags go in the map notebox in a map's properties. # ----------------------------------------------------------------------------- # <lock parallax x> # This prevents the map's parallax from scrolling horizontally. # # <lock parallax y> # This prevents the map's parallax from scrolling vertically. # # <full lock parallax> # This prevents the map's parallax from scrolling at all. # # <tile lock parallax> # This causes the map's parallax to be locked to tiles and scrolls with them. # #============================================================================== # â–¼ Compatibility # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that # it will run with RPG Maker VX without adjusting. # #============================================================================== # â–¼ Editting anything past this point may potentially result in causing # computer damage, incontinence, explosion of user's head, coma, death, and/or # halitosis so edit at your own risk. #============================================================================== module YEA module REGEXP module MAP LOCK_PARALLAX_X = /<(?:LOCK_PARALLAX_X|lock parallax x)>/i LOCK_PARALLAX_Y = /<(?:LOCK_PARALLAX_Y|lock parallax y)>/i FULL_LOCK_PARALLAX = /<(?:FULL_LOCK_PARALLAX|full lock parallax)>/i TILE_LOCK_PARALLAX = /<(?:TILE_LOCK_PARALLAX|tile lock parallax)>/i end # MAP end # REGEXP end # YEA #============================================================================== # â– RPG::Map #============================================================================== class RPG::Map #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :parallax_lock_x attr_accessor :parallax_lock_y attr_accessor :parallax_tile_lock #-------------------------------------------------------------------------- # common cache: load_notetags_paralock #-------------------------------------------------------------------------- def load_notetags_paralock @parallax_lock_x = false @parallax_lock_y = false @parallax_tile_lock = false #--- self.note.split(/[\r\n]+/).each { |line| case line #--- when YEA::REGEXP::MAP::LOCK_PARALLAX_X @parallax_lock_x = true @parallax_tile_lock = false when YEA::REGEXP::MAP::LOCK_PARALLAX_Y @parallax_lock_y = true @parallax_tile_lock = false when YEA::REGEXP::MAP::FULL_LOCK_PARALLAX @parallax_lock_x = true @parallax_lock_y = true @parallax_tile_lock = false when YEA::REGEXP::MAP::TILE_LOCK_PARALLAX @parallax_lock_x = false @parallax_lock_y = false @parallax_tile_lock = true #--- end } # self.note.split #--- end end # RPG::Map #============================================================================== # â– Game_Map #============================================================================== class Game_Map #-------------------------------------------------------------------------- # alias method: setup #-------------------------------------------------------------------------- alias game_map_setup_parallax_paralock setup_parallax def setup_parallax @map.load_notetags_paralock game_map_setup_parallax_paralock end #-------------------------------------------------------------------------- # new method: parallax_lock_x? #-------------------------------------------------------------------------- def parallax_lock_x? return @map.parallax_lock_x end #-------------------------------------------------------------------------- # new method: parallax_lock_y? #-------------------------------------------------------------------------- def parallax_lock_y? return @map.parallax_lock_y end #-------------------------------------------------------------------------- # new method: parallax_tile_lock? #-------------------------------------------------------------------------- def parallax_tile_lock? return @map.parallax_tile_lock end #-------------------------------------------------------------------------- # alias method: parallax_ox #-------------------------------------------------------------------------- alias game_map_parallax_ox_paralock parallax_ox def parallax_ox(bitmap) return 0 if parallax_lock_x? return @display_x * 32 if parallax_tile_lock? return game_map_parallax_ox_paralock(bitmap) end #-------------------------------------------------------------------------- # alias method: parallax_oy #-------------------------------------------------------------------------- alias game_map_parallax_oy_paralock parallax_oy def parallax_oy(bitmap) return 0 if parallax_lock_y? return @display_y * 32 if parallax_tile_lock? return game_map_parallax_oy_paralock(bitmap) end end # Game_Map #============================================================================== # # â–¼ End of File # #============================================================================== 4. Create a Parallax Tileset You now have a map that looks great however, as RPG Maker doesn't recognise any movable squares, you won't be able to do anything on it yet. My advice here is to create a new tileset specifically for Parallax Maps. You don't have to do this of course, you only need a transparent tile with passage enabled to fool RPG Maker into thinking there's something there and giving the illusion of interacting with your map image. But I digress. Pretend you're gonna use my method for the moment and create a custom tileset. First of all download this image as it will make your life easier http://www.c117.net/Chickan/RPGVXA/Tutorials/Parallax_A2.png Now import it by Press F10 Select Graphics/Tilesets Click Import Select the Parallax_A2.png file you downloaded above Now create a new tileset Press F9 to bring up the database Select the Tilesets tab If required click the "Change Maximum" button in the bottom left to create some more blank tilesets Select a blank tileset on the left Name it something distinctive like "Parallax" Click the selector box under A2 (Ground) and choose the Parallax_A2 file 5. Create the Map Create a new map using the Height and Width appropriate for the file you created in step 1 (33 x 21 in my example). Select the Tileset created in step 4 In the bottom left section of the windows use the selector box to choose the file from step 1 as your Parallax Background Graphic. Tick the "Show in Editor" box at the bottom of the screen If you're using Yanfly's Parallax Lock script then enter <tile lock parallax> in the notes section. This prevents the base image from moving at a different speed to your character. 5. Making the Map work You've done the hard work now. Now just press F5 to enter "map mode" and use the pink tile to color in all the areas you want your character to be able to walk. In this example I wanted a secret area like the have in the Final Fantasy Legends games so I extended a path out the right side "off the map so to speak" Once you're happy with your selection change to one of the clear times and then trace over all the pink squares. Hint : If you have a nunch joined together use the paint bucket tool to easily fill them in. What we're doing here is creating invisible ground pieces that RPG Maker will think are usable tiles. That way your character will be able to walk around the level as you desire. Any tile you don't touch will, by default, be unpassable which is how you prevent players from walking thru walls or tiles you want impassable. You could also use an invisible tile with passage set to X (viewed on the right side of step X) if you wanted to manually add them. That's it for the base level. Press F12 and test it out. PART 2 1. Create the overlay image Now that the stuff "under the player" is taken care of it's time to add stuff above. This can also be done with events if you prefer. The first step is to create the overlay image. This is an image with a transparent base that will sit "above the level" giving the apprearance that we're walking underneath items. There are two ways of doing this. The first is to create a separate image file for each item you want above the player. The second is to create one big image the same size as the map and just position your bits accordingly. The second option is easier but uses more memory when the game is being played. Either way create your image/s and then save them as png files with transparency. It's important that, when you save the file, you prefix the file name with [FIXED]. So, if you wanted to call your file TestMap23Overlay.png you'd need to save it as [FIXED]TestMap23Overlay.png In my example I wanted a giant plane thing to be above the player. As I wanted to have secret passages I also wanted the tops of the walls to be above the player too. 2. Import the overlay image Press F10 to open the Resources Manager Select Graphics/Pictures on the left Click Import and select the file you saved in the previous step 3. Add the script If we put the imageon top of our map now it would move with the player as the map scrolls. To get around that we need to add another script. This time it's the Fixed Pictures script by Seer UK and OriginalWij which ensures any picture with the prefix [FIXED] will not scroll. You can grab a copy here #============================================================================== # Fixed Pictures #============================================================================== # Author : Seer UK & OriginalWij # Version : 1.2 # # Credit: Seer UK # OriginalWij (Original RGSS2 Script) #============================================================================== #============================================================================== # To use: # put the tag [FIXED] in the affected picture's filename #============================================================================== #============================================================================== # What this does: # fixes tagged pictures to the map (scrolls with the map) #============================================================================== #============================================================================== # Sprite_Picture #============================================================================== class Sprite_Picture < Sprite #---------------------------------------------------------------------------- # Update [ MOD ] #---------------------------------------------------------------------------- def update update_bitmap update_origin if @picture.name.include?("[FIXED]") self.x = 0 - $game_map.display_x * 32 self.y = 0 - $game_map.display_y * 32 else update_position end update_zoom update_other end end 4. Create an event Now we need to create an event to display the overlay image. There are a few places you can put this; in the event that transfers you to the map, in a common event you call for each map, or as a a standalone event that runs on the map as an example. No matter which option you choose you'll want it to simply "Show Picture" with the following settings: Just don't forget to add something to turn it off when you leave the map or it'll be there all the time :S Here's the map in action for those interested.
  22. Hi again, guys! Hope I'm posting this in the right place, lol. This time I've brought something I can actually show you, and hopefully get some feedback on! So I've been trying my hand at a bit of parallax mapping. It seemed that its an easier way to add a lot more clutter and detail to your maps, so I thought I would test it out- and I absolutely love it so far! Although I did try to create an exterior parallax map, I don't think it's my strong suit by the looks of it. Interior, however, ended up being really fun to make! So I was hoping to get some critique on my first parallaxes. I did watch a tutorial video to know a few of the basics (Parallax mapping tutorial for beginners), but I have to know If I can actually go somewhere with this. Bear with me as there are probably some mistakes or general errors here and there, but I tried my best~ I am also using gimp, so usually when I try to rotate or change the size of something it ends up a bit blurry. By using the sharpen tool I was able to fix that a bit, but I still wish I could use photoshop, haha. Regardless, here is my attempt at a bedroom parallax. This is also my first time posting a picture, so I hope I do this correctly x> The idea in my head was a sort of room belonging to a writer, so there is a reason behind all those scattered papers and books. I also added a few stains and furniture imprints to add detail, but I don't know if you can see them that well. > v < and also- here is what the map looks like in-game with khas light effects (credit to khas for his scipt) And I can't forget the credits to the amazing people who created the tilesets I used for this! -Celianna, for her amazing tilesets~ -Ayene for the flower pot and picture frame<3 -Cait/Caitlin for her gothic furniture- I thought I went really well with the carpet~ u v u)<3 -Enterbrain/tsukuru for the boxes and air conditioner of course! :> -If I missed anything, just let me know and I'll add it in right away!- Any and all feedback is appreciated, of course!<3
  23. Hello RMVXA community. I have been so busy lately that I have not been able to contribute much as of late. Now that some of my work has died down, I have returned to some maps that I was working on before my break and hoping to get some feed back. These are my first attempts at parallax mapping. I am still trying to figure out a lot of things about shadows and lighting layers and such... so any feedback would be welcome. Without further ado: Town Square Inn/Restaurant (I was trying something new by showing exterior details instead of just a black background... it caused some scaling inaccuracies... thoughts?) Market Place Fishing Pond (this one is actually broken up into 6 different maps in game) Farmer's Mill Forrest Grounds (I realized after making it that it is HUGE... I will see if it gets laggy once the events are added... if so I will definitely scale down or break it up) Thanks in advance to anyone who took time to look at my work and give any feedback so I can keep improving =D ~ Dinhbat Oops forgot credits to these WONDERFUL people and their great talents: CREDITS:
  24. Alternative Way to Map Walls and Floors in GIMP I really hate doing the duplicate layer and arranging them since I use GIMP. I started to use this technique, which felt easier on me, and makes mapping the floors and walls easier for me. The first thing you want to do is have your map ready. Then, open up the tiles/parallax tiles of the floor image that you want to have. Other tiles are blacked out to follow Celianna's policy of not distributing her tiles. Please go here to find her tiles on her deviant art page if you would like them. Create a new image and paste your tile on there. Then, select autocrop. There is an optional step you can do now. You can go to Filters ----> Map ----> Make seamless. I tend to not do that due to most of the floor tiles already being seamless, but if it maps out strange, consider this option to fix it. Now, you are going to go to Filters ----> Map -----> Tile. A window should pop up. I like to put the default rpg maker size on there, which is 544 X 416. You can make it how big you think you need the flooring to be. I also keep the create new image clicked. Then click okay. Your floor should now be tiled. Now, go to View ----> Show Grid. If you need to, go to image --- configure grid and make sure that the grid is 32 X 32 pixels. Take your rectangle select tool and select how much of the floor you need. Click the SHIFT button to add more of the rectangle box if you need it, and the CONTROL button to remove parts of the box. Once you have the outline of the floor, click copy and go over to your map image. Then click paste. Then, you just need to line it up to where you want it. Make sure that the grid is on. And that's all there is to making the floor. You can also keep the tiled floor image on hand in case you have more of the same floor tile to use on the map. Walls, on the other hand are a tiny bit trickier. First, pick the wall that you like. Now, go to your map image and paste the wall like you'd normally do. Remove the middle wall and paste it to a new layer. Put the edge of the wall to where it needs to be like so: Now, you want to take the middle wall and put it on a new image. Autocrop that image like we did with the floor. The tile step is exactly the same as the floor. With this one, I just change the width to 544 but do not change the height. You can if you want though. Turn on your grid again and select how much of the wall you need. Mine is about five squares for the width. Copy and paste the image back to your map image. Arrange it to where it needs to be and then put that layer behind the end walls that we placed earlier. And this is how it looks without the grid: The pros of using this method is that it is a bit faster once you get used to using the buttons. It also feels like less of a hassle, but that might be more of my bias. The cons is, as you can see, is that it sometimes doesn't pattern exactly like it should with more complex patterns. You can still go in and change it if you need to. Credits go to Celianna for the tiles.
  25. Hello! I am new in this thing of parallax mapping, but I am very happy with the result. I need to add some events and two or three more cars (and delete the militar car maybe) to the city map, but first I want to recolour them. I have to add the lights and the shadows and the maps will be finished (and solve other minor problems) It for a zombie game, so the city is abandoned and dirty. Part of the city: The shop, Tisco: This map is doing only with the editor. Is the refuge where you start the game. At the begginig its very empty, but you can build new things. Sonn I will remake the map in parallax. Do you like the maps? What I can improve? Thanks for the reviews!
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