- Mar 19, 2018
- Reaction score
- First Language
- Primarily Uses
Thank you for the message,
They are three 48 x 48 images.Just want to leave a message and say that currently, this is the best and simplest RPGM MV parallax mapping plugin.
But do not make larger than 4000x4000 pixel images or combine them into two separate large images.
Some hardware will fail to load single images larger than that. Some kind of safeguard which often mobile devices use and some old pc.
Hello, sorry that I'm a complete newbie and just want to start with maps. I downloaded the file from the link marked the latest version, but it's a text file instead of a js file. Do I need to convert it to a js file myself? Sorry again for the noob question lol.
Hello,I did. I downloaded the layer file from the first thread, and also went to the website to download the core file. Both came as text file in my computer.
Thank you for the message,I am having an issue. I have a layer that appears above the character, but there is a sprite (a lantern) on the table, and the part of the table the character is supposed to appear under, also makes that sprite appear under. I have the sprite said to above player, but the top of the sprite still gets covered. THis is done in an event. Is there anyway to make events appear above this layer?
I am using:
layer 1 map[mapId]above 0 0 1 true 256
Also, I noticed in the demo there is this:
floor_level -1 low
What does that do? And do I need to use that command for every map?
Thank you for the message,
To draw characters above "Above characters" layer you must use OcRam_Passages with OcRam_Layers (import Passages AFTER Layers). When character enters in "Overpass Region ID" OR event is forced via <higher> event comment it will be drawn above "Above characters" layer.
You can force events also to lower floor level via <lower> event comment and characters will switch to "lower floor" level when they enter on "Underpass Region ID".
This way you can also make bridges and such easily where EACH character is drawn to their own floor level Passages also handles event interaction so that you can only trigger events in players current floor level. To enable trigger always event comment <trigger_always> must be used.
And there's also plugin commands to edit floor levels >> The command "floor_level -1 low" will set player and followers to "lower floor" level.
Hi,I am assuming since I tried, I can't combine the tileset with the parallax... as I was trying to add the water tiles, and then use the parallax.
With that in mind, how do you handle doing the water? Do I essentially have to create the same water 3 times using the different frames in each version? Or is there an easier way to handle water in parallax haha.