VXA question regarding off-screen events - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Games Development (https://www.save-point.org/forum-4.html) +--- Forum: General Support (https://www.save-point.org/forum-18.html) +--- Thread: VXA question regarding off-screen events (/thread-4906.html) |
VXA question regarding off-screen events - JayRay - 11-12-2013 Okay, so I've been playing around with events and such, but... say I have a really tall event (like 5 tiles high) How can I make RPG Maker VX Ace display that event whether the root tile of that event (bottom center) is on or off screen? RE: VXA question regarding off-screen events - MechanicalPen - 11-17-2013 Default RPG Maker VXAce does this just fine. You might need help with whatever script you are using to draw at a different resolution. RE: VXA question regarding off-screen events - JayRay - 11-18-2013 Okay, I got it solved sorta... See, I am using the Ultimate Overlay script that handles ground and parallax just fine, it's just a situation of splitting a graphic for the tiles that a player can go in front of and the ones that a player will always be behind in the viewport... Now, in the case of a tile that's over 2.2 Tiles tall, it becomes a bt tricky to get it to work. However, by resizing my sprites to just UNDER 2 tiles, I can easily fit them inside the span needed for clean matching between the ground overlay and the over-overlay... No events needed... Now, instead of trying to break apart each and every sprite into those two layers, i Can create the whole map place things wherever I want them, and instead cut them out from photoshop as one major layer... But releasing the two sprites (one as a ground, and one with the parallax and shadow on it, works just fine for this endeavor... Leavy stuff on trees will overlap this 2 tile boundary just fine... and tree trunks (or literally anything touching the ground will have one tile... (a character stand in front of a tree trunk and the tree trunk occupies a space, so all is well, anything beyond that, stays as part of the foreground and is fine (PICTURES will come soon) This leave s me to explore all sorts of ortho-isometric rendering possibilities, to create a unique style that renders my maps in the same way as Baldur's gate... Since movement is arrow or mouse based, I can still use the diagonal and basic RPG Movement tilebase,a nd use the basic RM collision for areas... |