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Rpg maker parallax backgrounds problem window
Rpg maker parallax backgrounds problem window












I think we perhaps misunderstood each other. I have seen several maps that had a very bad color balance partly as a result of being an over-edited parallax map.Originally posted by kittylitterproduction:Archeia then pointed out that you don't need a script because MV comes with the functionality already inbuilt whereupon BTBG complained that it doesn't work for him because he has no tiles without understanding that the tiles are just little images put on the map and have nothing whatsoever to do with what he wants, except maybe act as a visual aid for getting the settings right. It is very tempting to fiddle around with the colors, and color balancing is actually very difficult.You really don’t want to hand draw all these around your edges. Also you will lose the proper “edge” between terrains that the autotiles have. Parallaxes are usually static, water and other animated stuff can be a huge issue.By breaking up the grid you can run into trouble when it comes to passability issues.For parallaxing you have to place the passibilities later for each map in the engine. If you have these tailored tileset for an area, you can make many maps with it after spending that amount once in the graphic program and setting up the passability.Some well tailored tilesets can often do a similar or even the same result for your map. Good editor mapping is better than bad or maybe even standard parallax mapping.You also have to utilize plug-ins to make it work.

rpg maker parallax backgrounds problem window

Parallaxing takes a lot longer, is more fiddly and requires skill in a graphic program.There is no color variation in the grass or the trees - remember, every tree recolor would have to be fit into the tileset, and while that is very possible for such a small example, for large maps the tilesets suddenly can feel a little smallīut before we even start, let us have a look at the downsides as well:.

rpg maker parallax backgrounds problem window

The well and the bucket are in line and the two firewood piles have quite some distance inbetween That also applies to all the clutter, everything is very bound to the grid.

  • Due to the blockiness, the trees all stand in non-organic patterns, which looks a bit strange especially when it comes to the more dense parts of the forest.
  • Everything is really blocky, especially the path looks a bit unnatural and straight.
  • If we look at this pretty standard example map I made, we see a lot of reasons why you would want to parallax: The term might be a bit misleading, as it utilized both parallaxes and pictures. But after all these years, parallax mapping has become a constant tool in many people's arsenals, and an option you can still consider.

    rpg maker parallax backgrounds problem window

    RPG Maker MZ has four mapping layers, possible transparent autotiles and the only thing which you might lack in comparison to good old XP are unlimited tilesets, so a lot of the necessity for parallaxing to do certain things is gone. With one A tile layer and one (later two) B/C/D/E layers - therefore no transparent animated water for example - and restricted sizes for these tilesets, mapping became a much faster task, but with results that were often kind of blocky and sometimes boring. I personally used Cyclone Maps by Hudell to ensure everything stays in place, as otherwise the layers move as the player does and that is totally not what you want here.īack when I started using RPG Maker XP, parallax mapping was something I had never heard of, and the reason is simple: with an unlimited tileset size and three mapping layers, possible opacity in autotiles, fogs and autotiles, there was no need to use this technique.īut VX came, and the engine went for a much more performance optimized way and some other changes. First of all, you will need a plugin-in to bind your pictures to your map, so they don’t scroll along.














    Rpg maker parallax backgrounds problem window