OcRam - Layers [v1.03 updated 2019/04/18]

Discussion in 'JS Plugin Releases (RMMV)' started by OcRam, Apr 16, 2019 at 3:21 AM.

  1. OcRam

    OcRam Servant of the Universe Veteran

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    Introduction:
    I have tried to make this plugin as light-weighted as possible. You have 3 layers to play around with auto-fading, transparency and possibility to scroll (horizontal/vertical/both) and/or bind layer to map or screen. In addition you get possibility to add sprites to 3 different map bound layers!

    Why not more layers? To have more layers on screen might get really messy (some times even these layers are too much!). In addition small fixed size of layer array gives more processing speed to other tasks.

    This plugin is not new one and I have used it only for my own projects (made some commenting and re-typed some plugin parameters). I thought that it's time to kick-off this plugin to the big big world. I hope you enjoy it as I have! :kaoluv:

    Here's what you need:
    1. This plugin
    2. Add graphics to correct folders (specified in plugin params)
    3. Use plugin commands / JS to show layers in game!

    Latest version - v1.03 (released 2019/04/18)
    • New plugin parameter (Layer 0 behind tilemap)
      if this parameter is on/true Layer 0 will drawed BEHIND tilemap

    Previous version - v1.02 (released 2019/04/17)

    • Get tile width and height from system data
    • If parallax mapping is used, don't even load tileset
    • Also added new meta tag <parallax> to TILESET note to enable parallax mapping when this tileset is used!
    • New plugin params to define which layers are inherited to battle scene!
    IMPORTANT! Disable any layers that you do not want to inherit to battle scene! But you might want to inherit for example your fog/sunray layers to battle screen.

    You also might to want set ON parameter "Use only parallax mapping", if tile mapping is not used.

    battle_layers.png

    Just add BACKGROUND parallax as you would normally (!file_name):
    setting_bg.png

    parallax.png

    Add new tileset and load above tileset image to A5 section
    Type <parallax> to tileset note -field (this will force parallax optimization if it is not in use for all tilesets).
    Define passabilities, bushes, ladders, counters, damage floors etc...
    Save tileset and start using it! :)

    Example:
    setting_up.png

    Closer look at 4-dir passabilities:
    4-dir.png

    Terms of Use:
    Commercial and non-commercial: Free to use with credits to "OcRam" for using "Layers" -plugin.
     

    Attached Files:

    Last edited: Apr 19, 2019 at 1:51 AM
    #1
  2. OcRam

    OcRam Servant of the Universe Veteran

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    Hello,

    Latest version - v1.01 - is now released

    New plugin command (edit: ment parameter) to optimize parallax mapping (Use only parallax mapping) if this parameter is on/true it will disable tile based drawing and give even more power to parallax mapping. Thank you @Parallax Panda for the idea!

    Also fixed "Debug mode" bug
     
    Last edited: Apr 19, 2019 at 2:17 AM
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  3. OcRam

    OcRam Servant of the Universe Veteran

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    Hello again,

    I'm suprised how much attention this plugin got and based on user requests I have made following changes to this plugin. Thank you for the feed back!

    Latest version - v1.02 (released 2019/04/17)

    • Get tile width and height from system data
    • If parallax mapping is used, don't even load tileset
    • Also added new meta tag <parallax> to TILESET note to enable parallax mapping when this tileset is used!
    • New plugin params to define which layers are inherited to battle scene!
     
    #3
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  4. Parallax Panda

    Parallax Panda Got into VxAce ~2014 and never stopped... Veteran

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    Wow, great. I've got a few dummy questions though.

    Firstly, what's the difference between "Layer Image" and "Sprite Image"? I know what a sprite is but I'm not 100% clear on what this means for my parallaxing.

    Second question, If I understand it correctly you advice that we use a normal parallax image (with an "!" mark to fix it) as the background. And then use the layers in this plugin for additional effects such as creating overlays (what goes above the player) and sunrays, fog, etc? And if the Z parameter is set to 0 the image is drawn above parallax layer but below everything else, if set to 1 it's drawn above player and if set to 2 it's drawn above everything. Right?

    So in theory that leaves us with 4 layers, one as per default through the engine (normal parallax layer) and 3 more through this plugin. And we could use an image with the Z value of "0" to draw the background if we wanted to use the parallax layer for a normal scrolling parallax image effect as well.

    I'm not missing or confusing something I hope?
     
    #4
  5. OcRam

    OcRam Servant of the Universe Veteran

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    Thank you for the message,

    Layers
    have background image and they can be scrolled / bound to screen etc...
    Sprite layers are always bound to map and they have no BG image the idea for these layers is to load smaller pictures (sprites) with Z-index.

    You actually got total of 6 layers (1 parallax, 3 OcRam layers + 2 OcRam sprite layers), but yes you got 4 layers where you can set BG (edit: or foreground) graphics.

    Z value 0 (below characters) is only for Sprites. But I can make new plugin parameter "Send layer 0 to back" which could throw it above normal parallax, but under tilemap. I try to do it in few hours (got some spare time atm :)).
     
    Last edited: Apr 19, 2019 at 1:34 AM
    #5
  6. OcRam

    OcRam Servant of the Universe Veteran

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    Latest version - v1.03 (released 2019/04/18)
    • New plugin parameter (Layer 0 behind tilemap)
      if this parameter is on/true Layer 0 will drawed BEHIND tilemap (and above parallax)
     
    #6

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