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Parallax Mapping for Beginners
I just finished my first tutorial, a 3-part video series on how to parallax map for RPG Maker MV! If you have any tips for me for future tutorials, let me know =D Thanks!
You Will Learn How To...
create a unique forest/mountainside map using only the default MV RTP!
* Update for Part 1! There is now a MapShot plugin you can use instead of Print Screen. Yay! Get it here.
Extra Tips
Because this is a tutorial aimed at beginners, I tried being simple and straightforward. However, there are lots of other ways we can change my method. Here is a list of tips from both myself and what I've read from my viewers:
I just finished my first tutorial, a 3-part video series on how to parallax map for RPG Maker MV! If you have any tips for me for future tutorials, let me know =D Thanks!
You Will Learn How To...
create a unique forest/mountainside map using only the default MV RTP!
- Resize & recolor tiles
- Clump items together for an original look
- Maintain your animated river and waterfalls
- RPG Maker MV (Other versions will work but many things are different, including folder locations and plugins)
- Adobe Photoshop (You can try using GIMP as the terminology and functionality should be similar)
- 2 Plugins: Yanfly Region Restrictions &
TDD's Bind Pictures To Map(Update! Watch Part 3.5 to use Kaus Ultimate Overlay instead) - Update! Hudell's MapShot
Part 1
Here you will build the basic skeleton of the map in the MV editor and then bring it over to Photoshop.
Here you will build the basic skeleton of the map in the MV editor and then bring it over to Photoshop.
* Update for Part 1! There is now a MapShot plugin you can use instead of Print Screen. Yay! Get it here.
Part 2
Here you will add all of the details to your map in Photoshop. It's a bit long - feel free to stop watching once you get the idea =)
Here you will add all of the details to your map in Photoshop. It's a bit long - feel free to stop watching once you get the idea =)
Part 3
In the final part of the series, we will save the bottom and overlay layers of our map, then bring it over to RPG Maker.
In the final part of the series, we will save the bottom and overlay layers of our map, then bring it over to RPG Maker.
Part 3.5
This is an updated technique video I made to make Part 3 a little more efficient and easy =]
This is an updated technique video I made to make Part 3 a little more efficient and easy =]
Interior Mapping
I made an Item Shop video so instead of making a new thread for it, I thought I'd add it here! It goes a little bit faster than my previous tutorials, so if you have no idea what you're doing, maybe start with those first =]
I made an Item Shop video so instead of making a new thread for it, I thought I'd add it here! It goes a little bit faster than my previous tutorials, so if you have no idea what you're doing, maybe start with those first =]
Extra Tips
Because this is a tutorial aimed at beginners, I tried being simple and straightforward. However, there are lots of other ways we can change my method. Here is a list of tips from both myself and what I've read from my viewers:
- If you can't fit your whole map in a print screen, you'll need to make multiple screenshots and be careful to align them together correctly
- For images without a transparent background, save them as a jpeg instead of png, to reduce the file size
- When saving your overlay, go to "Save for Web" instead, which will also give you a smaller file size
- Instead of creating the skeleton of the map in the MV editor, you can use this Tiled Map Editor which will output your map with layers still intact for extra editing power (You can also add the floors and walls into Photoshop directly but that can be considered an "intermediate" level as opposed to beginner)
- Another overlay plugin to use is Kaus UItimate Overlay
- GIMP is apparently a really awesome program for beginners! Give it a try =D
- Another way of animating the water is to actually make a copy of the water tileset then edit out the grass, so its just the water. It's easier because its reusable =D
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