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Save-Point - exists? Panorama scroll lock for xp

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Full Version: exists? Panorama scroll lock for xp
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Hey everyone


I've been looking to parallax mapping in rmxp, but all I find are tutorials and scripts for vx.
Would anyone know if and how it's possible to use this kind of mapping in xp?
I know it'd involve locking the scrolling of your panoramas so they don't move at a different speed than your events.

Thanks in advance for any answers

Pherione
Well neither fixed my problem but thanks for the trouble :)

I managed to even out scroll speed for panoramas by changing lines 121 and 122 in Spriteset_Map to "/ 4" instead of "/ 8"
Now the drawing offset of my map is wrong though...
We have a script that does what you want on the forum, I am quite sure. It's part of that one Demo...I can't remember the name right now tough XD' Darn it...Pholyodemo, was that it?
I'll look into it in the morning, when I can look for my external harddrive.
-There's also a great tutorial, but that's in German =b

EDIT:
Nevermind, I remembered: It's one of ParaDogs scripts.
Since it's one Demo, split into many threads, one is as good as any XD Heve this Link =)
(07-06-2013, 01:42 AM)yamina-chan Wrote: [ -> ]Nevermind, I remembered: It's one of ParaDogs scripts.
Since it's one Demo, split into many threads, one is as good as any XD Heve this Link =)
That's a good asset, I have also been looking for parallaxing in RPG Maker XP and this should just work awesome. Still, I have one question. When parallaxing you create at least 3 layers, one for above the player, another medium placed layer and another one which has to deal with passability maybe? How do you do that? Any kind of script that's also compatible with pixel movement?
I don't see your problem, really. In regards to the layer at least. The XP is the only maker that offers you three layers right from the getgo, for mapping, that is.
The Pixelmovement is a diffrent matter however. I used to have a script that would do this, and be compatible with ParaDogs, after having lost files uppon files however, I am not sure if I still have it. I'll see if I can find it.
(07-06-2013, 12:37 PM)yamina-chan Wrote: [ -> ]I don't see your problem, really. In regards to the layer at least. The XP is the only maker that offers you three layers right from the getgo, for mapping, that is.
The Pixelmovement is a diffrent matter however. I used to have a script that would do this, and be compatible with ParaDogs, after having lost files uppon files however, I am not sure if I still have it. I'll see if I can find it.
Yeah I know about the layers, I'm just concerned about the passability because I don't completely understand how to deal with it when you're loading the map from a panorama, I suppose you can have the same transparent tileset repeated and make one passable and the other blocked and it will just be the same as the basic tool in Maker, however, the principal idea of parallaxing is getting rid of that anoying grid that limitates how to draw a map, and with that you're again limiting yourself with it. I saw scripts that recognized two colors, black and white, and making another layer with white color passable and black color blocked you can make some kind of passability by pixel. I don't know if I explained myself and somebody knows more about it.
Thanks yamina-chan, your script worked perfectly :)
With the scrolling fixed, I'm working on getting the drawing and collision right.

I made sure the panorama is drawn over the map. (actually on the same height, but the game engine draws the panorama over the map)
-> change line 30 in Spriteset_Map to @panorama.z = 0
This helped me with the collisions, by drawing a black frame around the map and on other places that need collision, the player is stopped by the invisible black frame which is behind the panorama.
Now that leaves the parts of the map that need to be drawn above the player character. I'll figure that one out sooner or later ^^
Maybe creating 2 panorama files and loading up an extra to draw on top...though that'd require some scriptwork...
How did you do the collision thing? :O Would you share the script?
It's not a script. As I said you start by placing the panorama over the map by changing the value in line 30 of Spriteset_Map (one of the default scripts in rmxp) to 0
Then you open your normal map editor and draw the shape of the collisions using a tile that the player collides with. (I'm using a black tile).
The game will treat the player as colliding with the black tile but show the panorama because it's drawn over the black tiles.
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