- Joined
- Aug 2, 2016
- Messages
- 623
- Reaction score
- 756
- First Language
- Finnish
- Primarily Uses
- RMMZ
Hello everybody! 
This is the BIGGEST update that I've done so far to any of my plugins.
I recommend re-install of this plugin if any previous versions was in use (remove layers plugin >> OK >> Add new layers plugin >> Check parameters >> OK) - I have tried to keep this update as much backward compatible as I could.
Also a tutorial video for OcRam_Layers v2.00 -plugin is coming in near future (in few weeks)!
Latest version - v2.00 (released 2019/11/20) - WALL OF CHANGES!

This is the BIGGEST update that I've done so far to any of my plugins.
I recommend re-install of this plugin if any previous versions was in use (remove layers plugin >> OK >> Add new layers plugin >> Check parameters >> OK) - I have tried to keep this update as much backward compatible as I could.
Also a tutorial video for OcRam_Layers v2.00 -plugin is coming in near future (in few weeks)!
Latest version - v2.00 (released 2019/11/20) - WALL OF CHANGES!
- New feature: Layer templates
Templates allow you to save most used layers! (example: *Plugin command* layer my_template)
And together with "set_layer" plugin command you may fine tune parameters afterwards (without actually changing the whole layer!)
- New plugin parameters: Custom Z-index for each layer!
Possible values: Behind parallax, Behind tileset, Behind characters, Above characters, Behind weather or Top most
- Sprites and layers will persist through save and load!
- New feature: Animated layers AND sprites! (Credits to: @Liandra Aura , @Brellelasouls )
Example: layer 1 fog 1 1 1 true 1 loop:0,0 anim:3,500
anim:3,500 = rotates fog01, fog02 and fog03 images between 500 ms (17ms = gives ~60fps animation)
All images are loaded to layer when layer is initialized - this will make even 160fps animations possible!
- New feature: Scroll every x frame(s) (Credits to: @Nekohime1989 )
Use decimals in scroll x/y values- example 0.5 updates every second frame
- and 0.1 updates every 10th frame
- and 0.06 updates every 60th frame
- Obsoleted layer param: "repeat"
(Credits to: @Elsa , @RitualTeeth for pointing out issues with repeat parameter messing up "fix to map" parameter)
use screen sized image and set loop and scroll x/y to 0 to prevent tiling
- New layer parameter loop x/y
Give x and y number in pixels to shift layer when player is moving on x/y directions
- Smart battle layers!
Detects if scroll and loop x/y is 0 and layer size is at least screen size + is fixed to map. If layer is detected as parallax map its automatically hidden in battle even if all "Battle layers" are True/On
- Dynamic layer image names (Credits to: @Peter_Snayde for the idea!)
Based on variable, map id or tileset id. Example: layer map[mapId] 0 0 1 true 256 loop:0,0 anim:0,0
Map/tileset ids will be always 3 digits - Example: map[mapId] = map001
- Totally new way to add sprites (compatibility++)
(Credits to: Leon Artman for reporting compatibility issues)
- New plugin command: clear_sprites
To clear all sprites with id 1 use: clear_sprites 1
- New plugin command: set_layer (to modify existing layer)
Example to modify scroll and loop values: set_layer 1 scrollX=4 scrollY=0 loopX=0 loopY=0
Note: If you modify imgName parameter animation parameter is also reseted!
- Layer fade parameter 0 == Your default fade time
- + several bugs are found and fixed
- + even more performance optimizations
Got rid of 3 if clauses in scroll event with a nice 'hack'! and few other optimizations
- And thank you to all who has messaged me or this thread!