Like you can see on the above pic, the battlers are placed weirdly on this custom battleback: they look like floating above the ground...
My problem is that I just can't find any option to place them correctly in the Troops menu: it just seems impossible to put the battlers below the bottom line of the window – although it is possible to position them beyond the lateral and up boundaries of the same window.
I'd say the battleback is the problem. The horizon line for most battlebacks is pretty high up, so that the ground is taking up 1/2 to 3/4ths of the image.
Custom battleback sometimes can cause a problem like this. Don't read the spoiler if you don't like other people story.
Me too, use max resolution in my project, and I've met the same problem like yours, Moreover my battle engine will visualize actor's battler at the bottom of the screen, so if by any chance I change the original position of enemy y coordinate so it can be placed on the ground(in this case bottom of the screen), it will be covered(hidden or what is the word for this?), so it will not visible. But for floating/flying enemy I believe it's not a problem. So I decide to search a battleback that fit for my case.
What Sharm means probably is usually the ground(the battleback1) area should be 1/2 - 3/4 high from bottom screen, but the battleback2 which for the background(piling up battleback1), should start at 1/2 or 3/4 height from bottom screen. So basically the ground area should cover 1/2 or more height from bottom screen.
Sometimes I would like a battler that don't have a shade and use only battleback1(ground area), so they are not that weird .
What I can suggest is changing battleback. Sorry if not helping.
P.S : Oh yeah if that battleback is made from a single battleback, then it's more complicated, you really need to change to another one. I sometimes thinking, that's why there are two battleback(battleback1 and battleback2), so if using two battleback will makes the battler looks weird, the user can try to use only battleback1.
That's odd. If you defined the battle backs properly then I can't think of why it would do that. If there's no battleback defined RM uses a swirled version of whatever screen you were looking at when you got attacked. Do you have a script that's doing something with the battle backs? If so you'll need to tell us what one it is so we can help.
I've just tried to remove the only two scripts I use, Yanfly Engine Ace - Parallax Lock v1.00 and Yami Script Ace - Overlay Mapping, both located in the Materials section of the scripts list, but without any success either...
I encounter the exact same problem with any official battlebacks I tried: the base battlebacks show up instead of the combination of battlebacks I chose.
Neither of those scripts should be doing anything to your battlebacks. Did you remember to check the "specify battle back" option when you told it which backs to use?
Neither of those scripts should be doing anything to your battlebacks. Did you remember to check the "specify battle back" option when you told it which backs to use?
I didn't add anything special, I just added a Battle Processing event and specified which troop I wanted. I designated the battlebacks in the Troops subsection of the Database in using the Change Battleback... feature and the corresponding images appear correctly there.
Well, there's your problem. Instead of doing the event, right click on your map, click map properties and you'll see the option to specify the battle back.
This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
Yay, now back in action Happy Christmas time, coming back!
Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX
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