- Apr 20, 2019
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It worked! Thanks!
Thank you for the message,@OcRam I want to get all the latest plugins, but I get this 503 error:
HTTP Error 503. The service is unavailable.
are you maintaining it atm? because I want to get the latest plugins + demo
of the latest version if it is there, so I know it will work correctly.
Is it possible to scale up the layer?
It's the only plugin that is fully compatible with Khas's lighting, but large (scaled up in the editor) images and "map covering" effect provoke unfortunate lags in the game.
Thank you for the messages,Hi there.
Is it possible to use the Layers plugin command 'Show Picture' while the picture sticks to the ground? It always follows the camera and I cannot prevent that. If yes, how?
And is it possible to use the Layers plugin command 'Parallax' or 'Custom Layer' with the option to choose the blend mode like multiply? If yes, how?
I'm using MZ.
Thank you for the message,I found next issue: With usage of this plugin FPS in project drops to 30 after 10-15 seconds after start, and wont raise more than on 10 fps after that. I tried to disable all other plugins, but only without this plugin I have 60 FPS. Strange....
Thank you for the message,Hello @OcRam,
I am currently using your "Lights" plugin, however for performance concerns I want to replace the static lights with parallax on the map.
It is natural that I want to use your "Layers" plugin, but it does not work (even if I deactivate all my plugins).
When displaying my image, either it does not appear when there is transparency during a test, or if it is a solid image, the screen fills with an opaque gray. I don't know where this problem comes from.
I just wish that using the command "light_bg # 0A0B0E" to darken the screen and that with a parallax system I display light like with your light plugin (above the darkening).
Can you help me?
Thank you for the message,Why this plugin can't erase previous parallax mapping with a new game or load?
Would TOS allow me to commission someone to fix this issue?
Or is there a reason this can't be done. It's troubling as this issue makes what otherwise could be the best parallax mapping plugin unusable.
But isn't this a design flaw?Thank you for the message,
In MV version of this plugin layers are for 'generic' usage, meaning that layers must be manually cleared if not used anymore.
Ok now I think I know what you mean. What version you are using? Because this should be fixed in latest version.But isn't this a design flaw?
I'm not sure how others develop their games, but if a player plays a game and wants to load a previous save he'll see a previous parallax map in that new game result in the graphical bug.
That also happens if you quit the current game and start a new game.
Eventing some kind of system to delete the layers upon loading is also troubling as if you load a save it'll delete the current game layers and players will be missing graphical assets.
The only way to use without bugs this plugin is to Exit the game completely if you want to load or start a new game.
Is it just confusing me why it's designed that way Is it just a leftover issue because it's too hard to fix?
Just want to make sure it's doable before commissioning someone to work on this.
If MZ does not have this issue and it's possible to fix the MV version using it as a guideline, that would be nice.
Sorry about the complaints. I figured out it's the compatibility issue with this plugin. Wasn't the issue with any other parallax map plugin I tried so it never occurred to me this could cause me issues.Ok now I think I know what you mean. What version you are using? Because this should be fixed in latest version.
I thought you ment player transfer where layers persist over to another map...
I guess you have tried different plugin order?Sorry about the complaints. I figured out it's the compatibility issue with this plugin. Wasn't the issue with any other parallax map plugin I tried so it never occurred to me this could cause me issues.
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Yup 01 is automatically added on animated layers so you must have layer name "sea" then it should work as intended. (just keep file names as they are)