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This is a bit hard to explain but I'll try my best. My project heavily uses Parallax mapping and this is normally fine except I'm trying out a technique to give my maps some depth.
For buildings, houses, big trees, etc... I've take those specific images and turned them into graphics used by an event. Much like a big monster, it instead loads the image of that specific image.
For instance one of my buildings is a tile size of 5x10. (5 tiles left/right 10 tiles up/down).
What I did was put that image into an image roughly 3x4 it's size to create a big sprite sheet. On that sheet, 1 of the sprites would be the building as it is. On another it would be the building with a different opacity, or something changed, etc... Some would even just be left blank with nothing there.
Now using Visustella's Events and Movement Core plugin, I have 1 Parallel Event, checking for regions stepped on. If the player steps on the appropriate region, this single event changes a switch to on.
Then the building events will have a page that uses that switch. In this case the event will switch from sprite 1 to sprite 2 on the aforementioned sprite sheet. Making it's opacity change. But also having it appear above the player, to give the illusion I'm walking behind the building but able to see what's there. Unlike in normal RPG maker, the houses, buildings and such would be opaque and completely hide the player from view.
Now this is where the issue starts. Depending on where the player enters the map from (Top of the map or bottom of the map), the events act weird.
More specifically I design my maps from the top down to the bottom. So if I place my player at the top and play test, whenever I try to walk behind buildings etc, they change opaque, but the player stays above them. Which shouldn't be the case since the event is supposed to be "above player".
But if I place my player at the bottom of the map and play test, everything works as normal.
So my question is, why? Is the game engine having difficulties loading all the information in the proper order, or is it all relative to the player's starting point and loads from there? I would assume that the engine loads events in the order their listed in the map data not in render distance of the player.
Note - When I say bottom of map, it's actually the middle, but even if placed lower at the actual bottom, it's still the same. (Current bottom is empty with nothing there).
For buildings, houses, big trees, etc... I've take those specific images and turned them into graphics used by an event. Much like a big monster, it instead loads the image of that specific image.
For instance one of my buildings is a tile size of 5x10. (5 tiles left/right 10 tiles up/down).
What I did was put that image into an image roughly 3x4 it's size to create a big sprite sheet. On that sheet, 1 of the sprites would be the building as it is. On another it would be the building with a different opacity, or something changed, etc... Some would even just be left blank with nothing there.
Now using Visustella's Events and Movement Core plugin, I have 1 Parallel Event, checking for regions stepped on. If the player steps on the appropriate region, this single event changes a switch to on.
Then the building events will have a page that uses that switch. In this case the event will switch from sprite 1 to sprite 2 on the aforementioned sprite sheet. Making it's opacity change. But also having it appear above the player, to give the illusion I'm walking behind the building but able to see what's there. Unlike in normal RPG maker, the houses, buildings and such would be opaque and completely hide the player from view.
Now this is where the issue starts. Depending on where the player enters the map from (Top of the map or bottom of the map), the events act weird.
More specifically I design my maps from the top down to the bottom. So if I place my player at the top and play test, whenever I try to walk behind buildings etc, they change opaque, but the player stays above them. Which shouldn't be the case since the event is supposed to be "above player".
But if I place my player at the bottom of the map and play test, everything works as normal.
So my question is, why? Is the game engine having difficulties loading all the information in the proper order, or is it all relative to the player's starting point and loads from there? I would assume that the engine loads events in the order their listed in the map data not in render distance of the player.
Note - When I say bottom of map, it's actually the middle, but even if placed lower at the actual bottom, it's still the same. (Current bottom is empty with nothing there).
Player at the top of map
Player at the bottom of map






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