by using two different images for your actual tileset, one with say Tiles 8 through 24 marked, and others where they are not marked, can help tremendously for mapping everything from passability to special markers (bush) (Terrain ID). Editor Tiles- Now sometimes this is not as easy as using PK8's Editor Tiles script, but. but if done right, you can have a BEAUTIFL supertiled map, with very little memory useage.Ĥ. Worried about using too many events? make Bigger, and more varied character sets for the awesome event! Now, I'm not sure about overlapping events, but with Z-layer scripts for larger Events, you can ensure that priority is matched based on the Map Y position of the event. If you're in a nice field, some grass might be thicker, and ANIMATED! The sky's the limits, but now, the tile patches arent limited. if you know you've got a desert, you might make some smooth sand patches, rough stand patches, some interesting bones that get walked on by the player, and so on and so forth. grass! With the above Events script, you can add different pieces and variations to the soil, and ensure that you have patches WITHOUT A HUGE PARALLAX MAP! Again, with Tiled, you can decide where to best put these below ground events in their own layer, to map out your environment. It can be a nice big 512x512 image that gets repeated 40 or 50 times on the map! In this case. Smaller Parallaxes seemless tiling - A Parallax does NOT have to be every blade of grass on a 400x400 map. This should be perfect for just little bitty addons to the parallax, or a way to breath animation into a HUGE parallax map without having to do frames for the ENTIRE parallax map.ģ. but in Game_Character 1, where it states always on top? Change that to -1, and you've created an event that goes UNDER tiles. This is an ultimate game changer, and so far, can't be undone. So, with some help recently, your Forum leader helped me find a solution. You know that event tick that states "Always on Top"? Well, I personally don't find it as necessary, as most of those event types can be accomplished with a well placed fog, or a larger event.
These are all events that can ensure that the 'floor' you're walking on is full of life! Now, there's a simple way to do this for events. Fishes swimming underneath an icy pond, lava cracks justting out from rocky soil, animated rain drops for the rain that comes down. Some of the best details of parallax mapping is to have a living breathing environment. This makes Tiled a workspace, so that you can see exactly how your map will work, even if your RPG Maker screen looks purple and devoid of floors and such.Ģ. If you place an event tile on your RPG Maker XP map, place it on a layer on your Tiled Map.
You can however, add it to a free program (actually listed here in the forums) called Tiled (see the thread at ) Now, don't use this to generate your map.
Tiled - One of RPG Maker's BIGGEST drawbacks is the fact that you can't see the parallax background. So, what I've done is put down seven main ideas that can help.ġ. Say hello to a 30,000 pixel PNG! Even the beest PNG Optimizers on the planet would still mkae it tough for RPG Maker to use each section of that PNG, add your characters, events, and more.
Keep in mind, that while adding your parallax map as a cut-up image on your tileset might help you with the editor but indeed can be problematic, as with just an 80x80 map, you're dealing with 6400 individual 32x32 tiles, which, by sheer calculation, and bare minimum, means you're losing a layer on your map that is MEANT for your parallax background, and the tileset itself will be a whopping 256 x 25600 - Not very helpful for huge maps (considering we have all those individual graphics, not to mention the tiles you're actually placing ON the map to have stuff to go behind. Making your map make the most out of parallax backgrounds tends to lend itself more to RPG Maker VXAce, but with the right tooling, it can be just as good in RPG Maker, and to help you along I've included the names and some resources that can help you with the build.
One of the greatest limitations people continue to talk about in RMXP is that you can't see the parralax background in the editor for that software (which turns a lot of people off to RMXP in general, that and the new-ish Ruby 1.9 in RMVXA)I thought I should address this. I saw another post about this, so I had to address it, but didn't want to necropost in their thread, so I thought I'd just make a new one.īasically, was a thread talking about using pre-rendered graphics as tilesets in RMXP.