bragatrosco

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I was unable to make this plugin work for both maps tag and event plugin.

I followed the instructions using a ground map and 5 par layers named as indicated (par1, par1_0, ...) .

My RMMV is 1.6.2
 

bragatrosco

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I was unable to make this plugin work for both maps tag and event plugin.

I followed the instructions using a ground map and 5 par layers named as indicated (par1, par1_0, ...) .

My RMMV is 1.6.2

I would never think of changing the order of the plugins. Searching in previous posts I saw a case like this. I put Orange as the first plugin and Animated Overlay afterwards and to my surprise ... it worked!
 

DiasFlac

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Hey! Sorry if this has already been fixed or whatever :D
I'm noticing on a map of mine that has scrolling, the front par layer sort of jitters when moving, making it look kinda like screen tearing around those areas. Wondering if anyone knows why that might be?

Were you able to find any fix for this? I'm noticing it pretty bad myself, I'm considering just limiting animated maps to not needing to scroll for this reason. It's not ideal, but should get me past this limiation.
 

DiasFlac

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Were you able to find any fix for this? I'm noticing it pretty bad myself, I'm considering just limiting animated maps to not needing to scroll for this reason. It's not ideal, but should get me past this limiation.

I've found Chaucer's Scene Stabilizer script to fix this issue (thread here). I had to add my animated parallax images to the Persistent Assets to get the skipping fully resolved, but it now works great!
 

superisk

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Does anyone know of a way to change the ground overlay to BELOW tilemap, rather than above it, please?!
 

DemonBlooded

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Hi! having an error on version 1.0.4 of the animated plugin.
I have a transition between room 10 and room 11 I need to have it so you can leave and come back to this area.
Room 11 has 14 different animation frames. (Animated items floating up and down)
Room 10 has 4 different animation frames. (light flicker)
1623001136258.png1623001116202.png1623001246843.png

If I go from 10 to 11 everything is fine but if I go from 11 to 10 I encounter an error where in tries to call a par that does not exist and is not labelled to call. As you can see above room 10 has 4 frames to call and only those 4 frames exist yet the error will say things like this.
1623001626787.png1623001643471.png

These pars do not exist and are not being called by me. Given this only happens when going from the room with more pars to a room with less I think the game is trying to load the same frame number you leave from but for a different room which for obvious reasons is causing issues. Please let me know if anyone is having the same issues and how to fix it.

Thank you :3
 

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DemonBlooded

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Does anyone know of a way to change the ground overlay to BELOW tilemap, rather than above it, please?!

You can use the in game parallax to do that. It's more hands on and annoying but it works.
1623002223054.png1623002246125.png1623002269071.pngThen to animate just make a command that looks something like this 1623002365691.png
 

woozlindemon

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Hi all,

I'm still very new to RPG Maker MV, but am attempting to make some custom maps, and several videos have pointed me to this Orange Overlay one.
I used Bind Picture To Map, and it worked well for one map, but the second one I tried, it slowed down like crazy. Lag-tastic. So some of the resources I've been digging through suggested that Orange Overlay does all the same stuff, but is better.

That said, I'm not really sure how to use it, and haven't been able to find a good tutorial in english.
I've made an Overlays directory in IMGs,
1623970330091.png
and have Organized Folders set to true.

I thought that if I did this
1623970396606.png

Maybe it would work, but its just telling me that its failing to load ground007.png.

Any help or directions to a good walkthrough onm how to use this would be greatly appreciated (or if there's an easier way, but this one seems to be pretty popular).

Thanks in advance,

Tom
 

oxigen5

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Hi, it seems that this plugin doesn't work during a cutscene.. At the beginning of my game there are some characters moving and talking to each other, but if I activate OrangeOverlay (used to add some clouds in the sky) the characters start moving randomly, compromising the cutscene and breaking the game. Is there a way to solve this?
 

Respec

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Hello, thank you for these amazing plugins. I am having some trouble with keeping the animated layers bound to their position. When the player moves around the map, the animated par layers will move a couple tiles over instead of staying in position. I have a feeling I am missing a simple fix for this. Does anyone have any ideas? Example: I am animated an river with the animated layers plugin, but when the player moves left or right, the animated layers also move with the player. Thanks in advance for any help provided.

Edit: I am using MZ.

Edit 2: So I found the reason, it was beacause of a parallax I had assigned to the map background. It wasn't the actual animated layer that was moving the with the character, it was the map parallax itself. Haha. I forgot to include the ! before the filename. EZ PZ.
 
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jayray

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You can use the in game parallax to do that. It's more hands on and annoying but it works.
View attachment 191486View attachment 191487View attachment 191488Then to animate just make a command that looks something like this View attachment 191489
okay so here's MY question on that... Say I want to use that parallax layer for scrolling things (like river water and such...) What I'd actually like is to have a ground layer that's TILEABLE (so it doesn't necessarily have to be the size of the map to function. Much like the parallax, it'd be static with the map. Is THAT doable?


Basic premise. I want big maps, but don't want all my layers to be 4800x4800 to encompass a 100x100 map. If I can create a 'tiling image layer, say 1024x1024, and impose that over the game's basic parallax (that might be scrolling cool stuff, like water, sludge, lava) I could have environs that while repeating SOME, wouldn't appear tiled in the map, and can maybe even have errant repeating things hidden by tileset stuff.
 

RangerD

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Hey guys I followed Yanfly's instructions on how to place my plugins in proper order. They were all working fine after I installed this plugin> except the Gab window plugin. Has anyone else had issues with this? I shut off these plugins which I have at the bottom of my list

OrangeOverlay
Tsukitsune_animated ext

And the Gab window worked. Has this question been answered already or is this issue unresolved?
 

Shaz

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@RangerD please do not post the same question in multiple places.


Take the time to find which location is best, and post there.
 

RangerD

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[mod]@RangerD please do not post the same question in multiple places.[/mod]
Take the time to find which location is best, and post there.
Sorry about that! I actually don't know how to delete my reply... or I would have done so on the community lighting post. As far as the 2 replies in the 2 orange overlay threads go -> I am still not sure which thread is more relevant for my question as they both apply to that same plugin? My bad though just joined this site today, so I am figuring out the rules.
 

Shaz

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You can't delete your own post, but if you want it removed, you can report it and ask a moderator to remove it.
 

BlueDragonZ

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Hey love the plugin it doing wonders for my game. Just have one request, is possible to have an overlay that only shows up when a switch is one? I'm asking because I have a day night system and I want to show fireflies at night.
 
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Hey love the plugin it doing wonders for my game. Just have one request, is possible to have an overlay that only shows up when a switch is one? I'm asking because I have a day night system and I want to show fireflies at night.
For fireflies, you could try out a weather plugin. I use MOG's Weather EX for my firefly effect and it looks pretty neat! And I know it can be turned on and off easily with events.


 
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BlueDragonZ

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For fireflies, you could try out a weather plugin. I use MOG's Weather EX for my firefly effect and it looks pretty neat! And I know it can be turned on and off easily with events.



Nice to know. But I would like to know if I can have certain overlays come on with switches for certain maps.
 
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Nice to know. But I would like to know if I can have certain overlays come on with switches for certain maps.
Totally understand! Just figured I'd offer a solution to at least one of the things you were asking about. I'm looking into the other part currently.

***EDIT***
OKAY, after MUCH scrolling through this thread, I got it working. That being said: It required MULTIPLE strange workarounds:

1. editing the .js file. using the method outlined by

l8rose

in an earlier reply, as well as editing the line of code : ImageManager.loadBitmap('img/overlays' + '/', name + "_" + i) : To look exactly as I just wrote it.
2. It requires having the organized files TURNED ON in the orange overlay plugin.
3.It requires you to have the animated layer turned on upon map entry.
4. It requires you to name the files in odd ways that aren't explained in the plugin help very well (i figured it out by following the string of errors I got in the play test)
5. It requires you to tie a common event with a conditional branch to the switch you want to use. And in that common event you need to TURN OFF the animation via the plugin command, and set the layer of your choice to a standard image in the specific folder.

Basically, there is no easy way to make this work, from what I can find. And there are probably other things out there that can accomplish what you want OR we can see if the creator of this plugin can implement a more reliable system. This also does not include all the MANY possible complications it might run into with OTHER PLUGINS. Honestly depending on what you're trying to do there may be a MUCH better solution.

Either way, this is what I got:
 
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BlueDragonZ

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Totally understand! Just figured I'd offer a solution to at least one of the things you were asking about. I'm looking into the other part currently.

***EDIT***
OKAY, after MUCH scrolling through this thread, I got it working. That being said: It required MULTIPLE strange workarounds:

1. editing the .js file. using the method outlined by

l8rose

in an earlier reply, as well as editing the line of code : ImageManager.loadBitmap('img/overlays' + '/', name + "_" + i) : To look exactly as I just wrote it.
2. It requires having the organized files TURNED ON in the orange overlay plugin.
3.It requires you to have the animated layer turned on upon map entry.
4. It requires you to name the files in odd ways that aren't explained in the plugin help very well (i figured it out by following the string of errors I got in the play test)
5. It requires you to tie a common event with a conditional branch to the switch you want to use. And in that common event you need to TURN OFF the animation via the plugin command, and set the layer of your choice to a standard image in the specific folder.

Basically, there is no easy way to make this work, from what I can find. And there are probably other things out there that can accomplish what you want OR we can see if the creator of this plugin can implement a more reliable system. This also does not include all the MANY possible complications it might run into with OTHER PLUGINS. Honestly depending on what you're trying to do there may be a MUCH better solution.

Either way, this is what I got:

Thish is exactly what I'm looking for that. But I'm not exactly sure what to do. Can you send me a demo project or show me a youtube video of what to do?
 

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