@Hian
This is a little closer to what I would want it to look like (has some texture added, shadows closer to what I want, but no depth of terrain)
Now keep in mind this is in photoshop still. I'm not sure how we're going to implement shadows correctly.
1) They need to angle correctly depending on the time of day.
2) They shouldn't make the ground darker where they overlap. Shadows are areas of no light, you can't get darker than no light.
3) They need to be displayed both above and over events. When Val walks through the shadows should cover her, so they need to be above other events, but at the same time they shouldn't appear over trees and such below them because technically the shadow would cover their backsides, which you can't see.
4) Events aren't placed perfectly in spots on the map, they're spawned when you start the game, so the shadows would need to be spawned individually with each tree and not as a layer on its own.
This is a very large improvement from your previous work.
There is still something that bugs me about the way the objects on the map stick out from the actual map.
Do you have an outline tool in your image editing software? If so, try to add a new outline around the objects (don't remove the old one)
that has the lowest strength/intensity, but where the outline radios is relative high(-er - experiemnt).
This gives the objects a soft shadow outline that blends them into whatever is in the background.
If it stands out to much, copy the layer you just made, then undo the changes. Create a new layer beneath,
paste, and then adjust opacity until you get the rigth feel.
Perhaps you should work a bit more on the snow, because it still seems kind of uniform, but
I concede that this might be an issue with my laptop screen, not your snow.
1. I don't know how your time-lapse system works, but you could just make [four] different maps/overlays
unique to each time-period, and have it change through events.
2. This isn't true. Shadows are not just areas of no-light, they're areas of decreased light,
existing on a spectrum because of the "bleed-over"-effect.
Consider the difference between the quality of shadow thrown if you have a heavy blanket hung
up for drying outside, as opposed to one of these white, knit pieces where there might be tiny openings
between the stiches.
These two objects will not cast an equally strong shadow. This is because the light that passes through
the tiny openings, break up the integrity of the over-all shadow cast by the knit blanket.
Since most objects aren't one big block of light-jamming surface - and because shadows are weaker
in their periphery, some shadows will look stronger than others, and some shadows, especially when
overlapped by different light-sources, will create a darker shadow where they overlap.
If I stand by my window I cast a shadow (I just did to test) and
no matter what I put between me and the shadow the shadow intensity remains the same.
This is because your body is already blocking the light. The light can't pass through two solid objects
both positioned in-line from the light-source - that goes without saying.
What you should have done instead is take out a secondary light-source, and put an object in front of it,
so that the shadow it casts overlap with yours and check the result. I think you'll find that the
part that overlaps will be darker.
This can even happen with just one light-source if it's big enough, and the objects are properly placed.
3. If you're working with a multi-layered parallax script, make the shadows a part of the upper layer,
together with all the other objects that are supposed to be shown above players and events, and
you're good to go.
4. If you're envisioning using real-time time-lapse with shadows that move
dynamically, you might as well give up on adding shadows to your parallax altogether.
It's not going to be consistent.
Either focus on making good shadows on your parallax and make due with the simple shadows on
the objects and characters through a script - or use an advanced lighting script, and give
up on parallax maps.
As far as I know, unless you can pay someone to make some kind a script joining these two methods,
there is simpy no way to make this work in RPGmaker at the moment.