Powell

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Alright, it seems to work. Question, do you think I can use the VisuMZ_4_VisualParallaxes to place animated parallaxes by region?
1619385116394.png
 

OcRam

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Alright, it seems to work. Question, do you think I can use the VisuMZ_4_VisualParallaxes to place animated parallaxes by region?
View attachment 187493
Thank you for the message,

This thread is about OcRam_Layers. How is this question related to OcRam_Layers?

You need to contact Visu-team for questions related to their plugins.
 

kako05

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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.
 

Powell

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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.
They are three 48 x 48 images.
 

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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.
 

Powell

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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.

Did you go to: ocram-codes.net ?
 

Anstarx

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Did you go to: ocram-codes.net ?
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.
 

OcRam

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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.
Hello,

Basically JS files are text. You need to copy plugins to your project .js\plugins folder. And then select copied file from RPG Maker plugin manager.

I also suggest to take a look at "how to install plugins in RPG Maker MZ" in youtube if you havn't done that before.
 

ZankokuNoYami

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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?
 

OcRam

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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.
 

ZankokuNoYami

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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.

AH! There! I saw you said I could type <lower> and decided to put <higher> for the event that kept appearing below... and BAM! Instant on top. THIS is what I was wondering about. But couldn't seem to find the reference.

OH! So I can use floor_level -1 or +2 kind of like the 16 and 17 tiles? But in event form? That will come in handy!
 

ZankokuNoYami

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A question for the layers...

So I know I can set zIndexes in the plugin. I have Layer 0, 1 and 2. I can then set those to five different possibilities.

Is this the only way? I can only choose 3 for the entire game? Or is there another way to choose those individuals layers I am just completely missing?
 

OcRam

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Yes 3 layers in MV version of Layers is maximum, but I have just released ALL my MZ plugins where Layers -plugin allows unlimited amount of layers (also has dedicated layers for parallax mapping to speed things up).

But I should mention that MZ -plugins may have different notation syntax & plugin commands are different. Also some features might have deprecated while some plugins may have new features.

Using MZ -plugins in MV requires RETRO -plugin. Get RETRO here: https://forums.rpgmakerweb.com/index.php?threads/retro-mz-plugins-on-mv.135715/

And OcRam MZ -plugins here: https://forums.rpgmakerweb.com/index.php?threads/ocram-mz-plugins.126684/
 

ZankokuNoYami

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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.
 

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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.
Hi,

I have always just used animated parallax for water. In OcRam demo project there should be an example about it.
 

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Is this plugin compatible with 32x32 tilesize in MV?
 

OcRam

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Is this plugin compatible with 32x32 tilesize in MV?
Thank you for the message,

Havn't tested, but I can't see why it wouldn't be (since it's pixel based anyway).
 

OcRam

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I just get a black screen?
Have you tried different plugin order? And which plugin you are using to change it to 32x32? Have you tried in new project only those 2 plugins enabled? And MV core scripts should be v1.6.2.
 

KotoYama

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Anything beyond layer 2 just won't appear on my map.

1628668088835.png

1628668057876.png
 

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