![]() ![]() Once done laying down the ground and wall tiles or not, save the map as an image. If you plan on using a MV formatted tileset for your ground and walls instead of a ground/wall decal or drawing the ground/walls yourself, this is where you'll lay down the ground tile/s as if you were mapping normally (To do so quickly, use the paintbrush. Once you have all of those, you're ready to actually begin mapping! Who would've guessed?īegin by creating a map as you would normally in the engine. It's not hard, you'll figure it out quick I'm sure. I will not be covering the basics of Photo Editing, so if you do not how to use your software of choice, you'll have to learn that first before moving on with Parallax Mapping. ![]() Personally, I use Pixlr mainly because it's free I heard good things about GIMP as well, but I've never used it myself. ![]() Photoshop is the best, so if you have the money, get it. That's where most of your maps and map effects (like fog) will go. ![]() As per the requirements of the plugin, you will also need to create a "layers" folder in your game's "img" folder. It's order in relation to your other plugins shouldn't matter. Open your game in the Engine and be sure to turn the plugin on. js file and insert it into your game's "Plugins" folder. There are other Parallax Mapping scripts, but Galv's is by far the easiest to use. The free code you'll need for the map to function properly (Yes, it's free for Commercial Use). I'm using the tiles from the Mythos Reawakening Pack in the example images. Feel free to follow along the Guide with the RTP tilesets if you want. Should go without saying but I like to be thorough. On deployment to mobile any parallax bigger than 25x25 tiles is a problem.Before you can jump into Parallax Mapping, you'll need 3 things: And that means that you'll need a top computer to get a parallax with 100x100 tiles working, while even a low-quality mobile device can handle 250x250 tiles on a map. A Parallax Map requires several thousand times the RAM of a regular tile map. On deployment to mobile any parallax bigger than 25x25 tiles is a think you better go two steps back to clear up a misunderstanding before things get too confusing for you.īut the real kicker is the RAM requirement. Someone once told me that tile-based mapping is 20% of the work for 80% of the quality of parallax-based mapping, and everyone has to decide if that much more work is worth the added quality.īut the real kicker is the RAM requirement. It takes a lot more time to map in an image program, and then you still have to map the passability in the RM editor as an additional step. The disadvantages of parallax mapping are a lot more work and using up a lot more RAM. In most cases you still move along the grid, but the decorations and walls and so on no longer require the grid, because they are placed on a background picture with an image program like GIMP or Photoshop. The advantage of parallax mapping is that your maps are no longer structured by the grid. However then some users decided that the regular map editor is too limiting and made scripts to stop the parallax (movement) in order to abuse the background picture as a background map.Īnd because of the name for the picture slot this became known as "parallax mapping" for the RM-Community.Īnd it was such a success despite the requirements and limitations of that mapping style, that the last two editions of the RPG-Maker series (MV and MZ) can disable the parallax by default and no longer need scripts or plugins for that mapping technique. The RPG-Maker programs always had a slot to provide a parallax for any map to have a number of effects available in the background that are common in games. The reason why a lot of people from outside the RPG-Maker-Community have problems understanding "parallax mapping" is because parallax has nothing to do with mapping, and ONLY the RM-Community constructed that phrase. Think you better go two steps back to clear up a misunderstanding before things get too confusing for you. ![]()
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