Battle Parallax Maps add on for Unlimited Parallax Layers

ShinGamix

DS Style 4Ever!
Veteran
Joined
Mar 18, 2012
Messages
3,905
Reaction score
451
First Language
April Fools
Primarily Uses
N/A
I really like the way Original Wij did his multiple-parallaxed-layers-v1-0 script for RPG Maker VX and sadly I got used to using it in a lot of my VX projects.

I would really like it added to my unlimited parallax layers for RGSS3 aka RPG Maker VX Ace!!

I mainly like the fact I can use maps as battle Backgrounds and parallaxes together.

here is the link to Original Wijs page for it

http://originalwij.wordpress.com/2010/05/31/multiple-parallaxed-layers-v1-0/

and here is the script itself

Code:
#==============================================================================# Multiple Parallaxed Layers#==============================================================================# Author : OriginalWij# Version : 1.0#==============================================================================#==============================================================================# Version History# ---------------## NOTE: The newest version is the ONLY supported version!## v1.0# - Initial release# - Parallax Maps script no longer supported due to inclusion in this script#==============================================================================#==============================================================================# To use: place one or more of the tags below in the name of the map#==============================================================================#==============================================================================# Map name tags: (in order of Z coordinate from top to bottom)# ------------------------------------------------------------##   [F2 filename x-speed y-speed opacity blend] → use fog 2#   [F1 filename x-speed y-speed opacity blend] → use fog 1#             (map layer renders here)#   [P1 x-speed y-speed opacity blend]          → override normal parallax#   [PM map_ID x-speed y-speed]                 → use map as parallax#   [P2 filename x-speed y-speed opacity blend] → use parallax 2#   [P3 filename x-speed y-speed opacity blend] → use parallax 3##   For Battle Only#   ---------------#   [BPM map_id]                                → use map as battleback## ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~##   filename = parallax filename   (MUST be in the 'Parallax' folder)#   x-speed  = horiz. scroll speed (- = right, + = left, 0 = auto, 999 = none)#   y-speed  = vert. scroll speed  (- = down,  + = up,   0 = auto, 999 = none)#   opacity  = opacity             (1 - 255)#   blend    = blend type          (0 = normal, 1 = add, 2 = subtract)#   map_id   = map ID number       (from Map Properties)#==============================================================================#==============================================================================# NOTE: lines 511 - 584 (below) may be deleted if NOT using maps as battlebacks#       (deleting that section of code also makes the [BPM map_id] tag invalid)#==============================================================================#==============================================================================# Game_Map#==============================================================================class Game_Map  #--------------------------------------------------------------------------  # Public Instance Variables (New)  #--------------------------------------------------------------------------  attr_accessor :fog2_name  attr_accessor :fog2_speed_x  attr_accessor :fog2_speed_y  attr_accessor :fog2_opacity  attr_accessor :fog2_blend  attr_accessor :fog1_name  attr_accessor :fog1_speed_x  attr_accessor :fog1_speed_y  attr_accessor :fog1_opacity  attr_accessor :fog1_blend  attr_accessor :parallax_opacity  attr_accessor :parallax_blend  attr_accessor :parallaxmap_id  attr_accessor :parallaxmap_speed_x  attr_accessor :parallaxmap_speed_y  attr_accessor :parallax2_name  attr_accessor :parallax2_speed_x  attr_accessor :parallax2_speed_y  attr_accessor :parallax2_opacity  attr_accessor :parallax2_blend  attr_accessor :parallax3_name  attr_accessor :parallax3_speed_x  attr_accessor :parallax3_speed_y  attr_accessor :parallax3_opacity  attr_accessor :parallax3_blend  #--------------------------------------------------------------------------  # Initialize (Mod)  #--------------------------------------------------------------------------  alias ow_parallax_initialize initialize unless $@  def initialize    ow_parallax_initialize    @parallaxmap_id = @parallaxmap_speed_x = @parallaxmap_speed_y = 0    @parallax2_name = @parallax3_name = @fog1_name = @fog2_name = ""    @parallax2_speed_x = @parallax3_speed_x = @fog1_speed_x = @fog2_speed_x = 0    @parallax2_speed_y = @parallax3_speed_y = @fog1_speed_y = @fog2_speed_y = 0    @fog1_opacity = @fog2_opacity = @parallax_opacity = 255    @fog1_blend = @fog2_blend = @parallax_blend = 0    @parallax2_opacity = @parallax3_opacity = 255    @parallax2_blend = @parallax3_blend = 0  end  #--------------------------------------------------------------------------  # Parallax & Fog Setup (Mod)  #--------------------------------------------------------------------------  alias ow_parallax_setup_parallax setup_parallax unless $@  def setup_parallax    ow_parallax_setup_parallax    mapname = load_data("Data/MapInfos.rvdata")[$game_map.map_id].name    mapname.scan(/\[F2 ([\w]+) ([\W\d]+) ([\W\d]+) ([\d]+) ([\d])\]/i)    @fog2_name = $1.to_s    @fog2_speed_x = $2.to_i    @fog2_speed_y = $3.to_i    @fog2_opacity = $4.to_i    @fog2_blend = $5.to_i    @fog2_x = @fog2_y = 0    mapname.scan(/\[F1 ([\w]+) ([\W\d]+) ([\W\d]+) ([\d]+) ([\d])\]/i)    @fog1_name = $1.to_s    @fog1_speed_x = $2.to_i    @fog1_speed_y = $3.to_i    @fog1_opacity = $4.to_i    @fog1_blend = $5.to_i    @fog1_x = @fog1_y = 0    mapname.scan(/\[PM ([\d]+) ([\W\d]+) ([\W\d]+)\]/i)    @parallaxmap_id = $1.to_i    @parallaxmap_speed_x = $2.to_i    @parallaxmap_speed_y = $3.to_i    @parallaxmap_x = @parallaxmap_y = 0    if mapname.include?('[P1 ')      mapname.scan(/\[P1 ([\W\d]+) ([\W\d]+) ([\d]+) ([\d])\]/i)      @parallax_sx = $1.to_i      @parallax_sy = $2.to_i      @parallax_opacity = $3.to_i      @parallax_blend = $4.to_i    end    mapname.scan(/\[P2 ([\w]+) ([\W\d]+) ([\W\d]+) ([\d]+) ([\d])\]/i)    @parallax2_name = $1.to_s    @parallax2_speed_x = $2.to_i    @parallax2_speed_y = $3.to_i    @parallax2_opacity = $4.to_i    @parallax2_blend = $5.to_i    @parallax2_x = @parallax2_y = 0    mapname.scan(/\[P3 ([\w]+) ([\W\d]+) ([\W\d]+) ([\d]+) ([\d])\]/i)    @parallax3_name = $1.to_s    @parallax3_speed_x = $2.to_i    @parallax3_speed_y = $3.to_i    @parallax3_opacity = $4.to_i    @parallax3_blend = $5.to_i    @parallax3_x = @parallax3_y = 0  end  #--------------------------------------------------------------------------  # Set Display Position (Mod)  #--------------------------------------------------------------------------  alias ow_parallax_set_display_pos set_display_pos unless $@  def set_display_pos(x, y)    ow_parallax_set_display_pos(x, y)    @parallaxmap_x = @parallax2_x = @parallax3_x = @fog1_x = @fog2_x = x    @parallaxmap_y = @parallax2_y = @parallax3_y = @fog1_y = @fog2_y = y  end  #--------------------------------------------------------------------------  # Calculate X coordinate for parallax display (Rewrite)  #--------------------------------------------------------------------------  def calc_parallax_x(bitmap, layer = 0)    case layer    when -3 # Parallax 3      calc = @parallax3_x      xloop = (@parallax3_speed_x != 999)      mult = (@parallax3_speed_x == 0) ? 0.2 : 0.5    when -2 # Parallax 2      calc = @parallax2_x      xloop = (@parallax2_speed_x != 999)      mult = (@parallax2_speed_x == 0) ? 0.35 : 0.5    when -1 # Parallax Map      calc = @parallaxmap_x      xloop = (@parallaxmap_speed_x != 999)      mult = 0.5    when  0 # Normal Parallax      calc = @parallax_x      xloop = @parallax_loop_x      mult = (@parallax_sx == 0) ? 1 : 0.5    when 1  # Fog 1      calc = @fog1_x      xloop = (@fog1_speed_x != 999)      mult = (@fog1_speed_x == 0) ? 2.5 : 0.5    when 2  # Fog 2      calc = @fog2_x      xloop = (@fog2_speed_x != 999)      mult = (@fog2_speed_x == 0) ? 3 : 0.5    end    if bitmap == nil and layer != -1      return 0    elsif xloop      return calc / (16 / mult)    elsif loop_horizontal? and layer != -1      return 0    else      return calc / 8 if layer == -1      w1 = bitmap.width - Graphics.width      w2 = @map.width * 32 - Graphics.width      if w1 <= 0 or w2 <= 0        return 0      else        return calc * w1 / w2 / 8      end    end  end  #--------------------------------------------------------------------------  # Calculate Y coordinate for parallax display (Rewrite)  #--------------------------------------------------------------------------  def calc_parallax_y(bitmap, layer = 0)    case layer    when -3 # Parallax 3      calc = @parallax3_y      yloop = (@parallax3_speed_y != 999)      mult = (@parallax3_speed_y == 0) ? 0.2 : 0.5    when -2 # Parallax 2      calc = @parallax2_y      yloop = (@parallax2_speed_y != 999)      mult = (@parallax2_speed_y == 0) ? 0.35 : 0.5    when -1 # Parallax Map      calc = @parallaxmap_y      yloop = (@parallaxmap_speed_y != 999)      mult = 0.5    when  0 # Normal Parallax      calc = @parallax_y      yloop = @parallax_loop_y      mult = (@parallax_sy == 0) ? 1 : 0.5    when 1  # Fog 1      calc = @fog1_y      yloop = (@fog1_speed_y != 999)      mult = (@fog1_speed_y == 0) ? 2.5 : 0.5    when 2  # Fog 2      calc = @fog2_y      yloop = (@fog2_speed_y != 999)      mult = (@fog2_speed_y == 0) ? 3 : 0.5    end    if bitmap == nil and layer != -1      return 0    elsif yloop      return calc / (16 / mult)    elsif loop_vertical? and layer != -1      return 0    else      return calc / 8 if layer == -1      h1 = bitmap.height - Graphics.height      h2 = @map.height * 32 - Graphics.height      if h1 <= 0 or h2 <= 0        return 0      else        return calc * h1 / h2 / 8      end    end  end  #--------------------------------------------------------------------------  # Scroll Down (Mod)  #--------------------------------------------------------------------------  alias ow_parallax_scroll_down scroll_down unless $@  def scroll_down(distance)    ow_parallax_scroll_down(distance)    if loop_vertical?      @fog2_y += distance      @fog1_y += distance      @parallaxmap_y += distance      @parallax2_y += distance      @parallax3_y += distance    else      last_y = @display_y      h = (Graphics.height / 32)      @display_y = [@display_y + distance, (height - h) * 256].min      @fog2_y += @display_y - last_y      @fog1_y += @display_y - last_y      @parallaxmap_y += @display_y - last_y      @parallax2_y += @display_y - last_y      @parallax3_y += @display_y - last_y    end  end  #--------------------------------------------------------------------------  # Scroll Left (Mod)  #--------------------------------------------------------------------------  alias ow_parallax_scroll_left scroll_left unless $@  def scroll_left(distance)    ow_parallax_scroll_left(distance)    if loop_horizontal?      @fog2_x -= distance      @fog1_x -= distance      @parallaxmap_x -= distance      @parallax2_x -= distance      @parallax3_x -= distance    else      last_x = @display_x      @display_x = [@display_x - distance, 0].max      @fog2_x += @display_x - last_x      @fog1_x += @display_x - last_x      @parallaxmap_x += @display_x - last_x      @parallax2_x += @display_x - last_x      @parallax3_x += @display_x - last_x    end  end  #--------------------------------------------------------------------------  # Scroll Right (Mod)  #--------------------------------------------------------------------------  alias ow_parallax_scroll_right scroll_right unless $@  def scroll_right(distance)    ow_parallax_scroll_right(distance)    if loop_horizontal?      @fog2_x += distance      @fog1_x += distance      @parallaxmap_x += distance      @parallax2_x += distance      @parallax3_x += distance    else      last_x = @display_x      w = (Graphics.width / 32)      @display_x = [@display_x + distance, (width - w) * 256].min      @fog2_x += @display_x - last_x      @fog1_x += @display_x - last_x      @parallaxmap_x += @display_x - last_x      @parallax2_x += @display_x - last_x      @parallax3_x += @display_x - last_x    end  end  #--------------------------------------------------------------------------  # Scroll Up (Mod)  #--------------------------------------------------------------------------  alias ow_parallax_scroll_up scroll_up unless $@  def scroll_up(distance)    ow_parallax_scroll_up(distance)    if loop_vertical?      @fog2_y -= distance      @fog1_y -= distance      @parallaxmap_y -= distance      @parallax2_y -= distance      @parallax3_y -= distance    else      last_y = @display_y      @display_y = [@display_y - distance, 0].max      @fog2_y += @display_y - last_y      @fog1_y += @display_y - last_y      @parallaxmap_y += @display_y - last_y      @parallax2_y += @display_y - last_y      @parallax3_y += @display_y - last_y    end  end  #--------------------------------------------------------------------------  # Update Parallax (Mod)  #--------------------------------------------------------------------------  alias ow_parallax_update_parallax update_parallax unless $@  def update_parallax    ow_parallax_update_parallax    @fog2_x += @fog2_speed_x * 4    @fog2_y += @fog2_speed_y * 4    @fog1_x += @fog1_speed_x * 4    @fog1_y += @fog1_speed_y * 4    @parallaxmap_x += @parallaxmap_speed_x * 4    @parallaxmap_y += @parallaxmap_speed_y * 4    @parallax2_x += @parallax2_speed_x * 4    @parallax2_y += @parallax2_speed_y * 4    @parallax3_x += @parallax3_speed_x * 4    @parallax3_y += @parallax3_speed_y * 4  endend#==============================================================================# Spriteset_Map#==============================================================================class Spriteset_Map  #--------------------------------------------------------------------------  # Create Tilemap (Mod)  #--------------------------------------------------------------------------  alias ow_parallax_ssm_create_tilemap create_tilemap unless $@  def create_tilemap    @parallax2 = Plane.new(@viewport1)    @parallax2.z = -200    @parallax2.opacity = $game_map.parallax2_opacity    @parallax2.blend_type = $game_map.parallax2_blend    @parallax3 = Plane.new(@viewport1)    @parallax3.z = -300    @parallax3.opacity = $game_map.parallax3_opacity    @parallax3.blend_type = $game_map.parallax3_blend    create_parallax_map    create_parallax    ow_parallax_ssm_create_tilemap  end  #--------------------------------------------------------------------------  # Create Parallax (Mod)  #--------------------------------------------------------------------------  alias ow_parallax_ssm_create_parallax create_parallax unless $@  def create_parallax    return unless @fog2.nil?    ow_parallax_ssm_create_parallax    @parallax.z = 0    @parallax.opacity = $game_map.parallax_opacity    @parallax.blend_type = $game_map.parallax_blend    @fog_viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)    @fog_viewport.z = 200    @fog2 = Plane.new(@fog_viewport)    @fog2.z = 200    @fog2.opacity = $game_map.fog2_opacity    @fog2.blend_type = $game_map.fog2_blend    @fog1 = Plane.new(@fog_viewport)    @fog1.z = 100    @fog1.opacity = $game_map.fog1_opacity    @fog1.blend_type = $game_map.fog1_blend  end  #--------------------------------------------------------------------------  # Create Parallax Map (New)  #--------------------------------------------------------------------------  def create_parallax_map    pm_id = $game_map.parallaxmap_id    if pm_id == 0      @parallax_map = nil    else      @parallax_map = Tilemap.new(@viewport1)      @parallax_map.bitmaps[0] = Cache.system("TileA1")      @parallax_map.bitmaps[1] = Cache.system("TileA2")      @parallax_map.bitmaps[2] = Cache.system("TileA3")      @parallax_map.bitmaps[3] = Cache.system("TileA4")      @parallax_map.bitmaps[4] = Cache.system("TileA5")      @parallax_map.bitmaps[5] = Cache.system("TileB")      @parallax_map.bitmaps[6] = Cache.system("TileC")      @parallax_map.bitmaps[7] = Cache.system("TileD")      @parallax_map.bitmaps[8] = Cache.system("TileE")      @pmap = load_data(sprintf("Data/Map%03d.rvdata", pm_id))      data = @pmap.data      @parallax_map.map_data = data    end  end  #--------------------------------------------------------------------------  # Dispose of Parallax (Mod)  #--------------------------------------------------------------------------  alias ow_parallax_ssm_dispose_parallax dispose_parallax unless $@  def dispose_parallax    ow_parallax_ssm_dispose_parallax    @fog2.dispose    @fog1.dispose    @fog_viewport.dispose    if @parallax_map != nil      @parallax_map.dispose      @parallax_map = nil    end    @parallax2.dispose    @parallax3.dispose  end  #--------------------------------------------------------------------------  # Update Parallax (Mod)  #--------------------------------------------------------------------------  alias ow_parallax_ssm_update_parallax update_parallax unless $@  def update_parallax    ow_parallax_ssm_update_parallax    @fog_viewport.update    if @fog2_name != $game_map.fog2_name      @fog2_name = $game_map.fog2_name      if @fog2.bitmap != nil        @fog2.bitmap.dispose        @fog2.bitmap = nil      end      if @fog2_name != ""        @fog2.bitmap = Cache.parallax(@fog2_name)      end      Graphics.frame_reset    end    @fog2.ox = $game_map.calc_parallax_x(@fog2.bitmap, 2)    @fog2.oy = $game_map.calc_parallax_y(@fog2.bitmap, 2)    if @fog1_name != $game_map.fog1_name      @fog1_name = $game_map.fog1_name      if @fog1.bitmap != nil        @fog1.bitmap.dispose        @fog1.bitmap = nil      end      if @fog1_name != ""        @fog1.bitmap = Cache.parallax(@fog1_name)      end      Graphics.frame_reset    end    @fog1.ox = $game_map.calc_parallax_x(@fog1.bitmap, 1)    @fog1.oy = $game_map.calc_parallax_y(@fog1.bitmap, 1)    if @parallax_map != nil      @parallax_map.ox = $game_map.calc_parallax_x(nil, -1)      @parallax_map.oy = $game_map.calc_parallax_y(nil, -1)      @parallax_map.update    end    if @parallax2_name != $game_map.parallax2_name      @parallax2_name = $game_map.parallax2_name      if @parallax2.bitmap != nil        @parallax2.bitmap.dispose        @parallax2.bitmap = nil      end      if @parallax2_name != ""        @parallax2.bitmap = Cache.parallax(@parallax2_name)      end      Graphics.frame_reset    end    @parallax2.ox = $game_map.calc_parallax_x(@parallax2.bitmap, -2)    @parallax2.oy = $game_map.calc_parallax_y(@parallax2.bitmap, -2)    if @parallax3_name != $game_map.parallax3_name      @parallax3_name = $game_map.parallax3_name      if @parallax3.bitmap != nil        @parallax3.bitmap.dispose        @parallax3.bitmap = nil      end      if @parallax3_name != ""        @parallax3.bitmap = Cache.parallax(@parallax3_name)      end      Graphics.frame_reset    end    @parallax3.ox = $game_map.calc_parallax_x(@parallax3.bitmap, -3)    @parallax3.oy = $game_map.calc_parallax_y(@parallax3.bitmap, -3)  endend################################################################################ NOTE: All code from here on may be deleted if NOT using maps as battlebacks################################################################################==============================================================================# Spriteset_Battle#==============================================================================class Spriteset_Battle  #--------------------------------------------------------------------------  # Create Battleback Sprite (Mod)  #--------------------------------------------------------------------------  alias ow_parallax_ssb_create_battleback create_battleback unless $@  def create_battleback    ow_parallax_ssb_create_battleback    @battleback_sprite.visible = false    create_battle_parallax_map  end  #--------------------------------------------------------------------------  # Create Battlefloor Sprite (Mod)  #--------------------------------------------------------------------------  alias ow_parallax_ssb_create_battlefloor create_battlefloor unless $@  def create_battlefloor    ow_parallax_ssb_create_battlefloor    @battlefloor_sprite.visible = false  end  #--------------------------------------------------------------------------  # Dispose (Mod)  #--------------------------------------------------------------------------  alias ow_parallax_ssb_dispose dispose unless $@  def dispose    if @battle_parallax_map != nil      @battle_parallax_map.dispose      @battle_parallax_map = nil    end    ow_parallax_ssb_dispose  end  #--------------------------------------------------------------------------  # Update (Mod)  #--------------------------------------------------------------------------  alias ow_parallax_ssb_update update unless $@  def update    ow_parallax_ssb_update    if @battle_parallax_map != nil      @battle_parallax_map.update    end  end  #--------------------------------------------------------------------------  # Create Battle Parallax Map (New)  #--------------------------------------------------------------------------  def create_battle_parallax_map    map_name = load_data("Data/MapInfos.rvdata")[$game_map.map_id].name    map_name.scan(/\[BPM ([\W\d]+)\]/i)    bparallax_map_id = $1.to_i    if bparallax_map_id == 0      @battle_parallax_map = nil    else      @battle_parallax_map = Tilemap.new(@viewport1)      @battle_parallax_map.bitmaps[0] = Cache.system("TileA1")      @battle_parallax_map.bitmaps[1] = Cache.system("TileA2")      @battle_parallax_map.bitmaps[2] = Cache.system("TileA3")      @battle_parallax_map.bitmaps[3] = Cache.system("TileA4")      @battle_parallax_map.bitmaps[4] = Cache.system("TileA5")      @battle_parallax_map.bitmaps[5] = Cache.system("TileB")      @battle_parallax_map.bitmaps[6] = Cache.system("TileC")      @battle_parallax_map.bitmaps[7] = Cache.system("TileD")      @battle_parallax_map.bitmaps[8] = Cache.system("TileE")      data = load_data(sprintf("Data/Map%03d.rvdata", bparallax_map_id)).data      @battle_parallax_map.map_data = data      @battle_parallax_map.ox = 0      @battle_parallax_map.oy = 0    end  endend
 
Last edited by a moderator:

ShinGamix

DS Style 4Ever!
Veteran
Joined
Mar 18, 2012
Messages
3,905
Reaction score
451
First Language
April Fools
Primarily Uses
N/A
Does it have battle parallax maps too? I don't believe it does.
 

ShinGamix

DS Style 4Ever!
Veteran
Joined
Mar 18, 2012
Messages
3,905
Reaction score
451
First Language
April Fools
Primarily Uses
N/A
and also found out that it isnt compatiabe with MA Animated Parallax script too.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
but why battle parallax when you could just do all in one battleback then import it and use it as a normal battleback?
 

ShinGamix

DS Style 4Ever!
Veteran
Joined
Mar 18, 2012
Messages
3,905
Reaction score
451
First Language
April Fools
Primarily Uses
N/A
I want to use the map.

and if the map events would run too that'd be freaking awesome!!
 
Last edited by a moderator:

Helladen

Deviant Designer
Veteran
Joined
Jul 13, 2012
Messages
635
Reaction score
188
First Language
English
I want to use the map.
Are you using Victor Saint's Map Turn Battle? Why don't you just take a snapshot of the map then use it as a battle back rather than integrating them seamlessly?
 

ShinGamix

DS Style 4Ever!
Veteran
Joined
Mar 18, 2012
Messages
3,905
Reaction score
451
First Language
April Fools
Primarily Uses
N/A
Not using that battle system..using a highly customized one.
 

djDarkX

Retro & Remastered Music Guru
Veteran
Joined
Jan 17, 2013
Messages
2,700
Reaction score
1,901
First Language
Music
Primarily Uses
RMMV
Besides, with parallax battle maps, you might be able to include animations like storms with lighting, sandstorms, moving water, etc. for your battle backs.  That would be awesome.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
then it's just an animated battleback coz the default battleback in a sense is already "parallaxed"... that would be nice...
 
Last edited by a moderator:

Helladen

Deviant Designer
Veteran
Joined
Jul 13, 2012
Messages
635
Reaction score
188
First Language
English
Not using that battle system..using a highly customized one.
It still should use the map properly. The battle system needs to be changed - not get a script that works with it. You are better off recoding the battle back aspect of the battle system, that way you can make use of the good scripts that are already available.
 
Last edited by a moderator:

ShinGamix

DS Style 4Ever!
Veteran
Joined
Mar 18, 2012
Messages
3,905
Reaction score
451
First Language
April Fools
Primarily Uses
N/A
@Seth thanks for the tip but not trying to do that.

bump
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
if ur using a highly customized one, then we need to know it if you ever want somebody to have a good chance of making a script for animated battle parallax for you... because a generic one might conflict with a highly customized battle system
 

Helladen

Deviant Designer
Veteran
Joined
Jul 13, 2012
Messages
635
Reaction score
188
First Language
English
if ur using a highly customized one, then we need to know it if you ever want somebody to have a good chance of making a script for animated battle parallax for you... because a generic one might conflict with a highly customized battle system
Exactly... No one will waste time making you a script to fit your battle system, they would rather make a patch for your battle system that utilizes an already existing parallax script. Please listen to good advice, especially from someone who knows how to program.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
It's really frustrating for someone if he makes the script for you just to find out that it's incompatible with your battle system
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,860
Messages
1,017,040
Members
137,569
Latest member
Shtelsky
Top