Just a curiosity, it seems you guys aren't experiencing huge ram ussage with parallaxing (the kind that causes the game to freeze and the computer to crash). I know I'm not alone in this problem, and have a temporary fix until the new mv release comes out. Just wondering as it seems like many people simply don't have this problem. Has a fix been released that I have missed? Been too busy working on a game to pour through the forums lately.
Edit: It's my old graphics card and no OpenGL support. For anyone else having this problem, all you have to do is run your game from the index.html file in Firefox or Chrome. Problem solved with latest version of MV. Firefox and Chrome have built in support for OpenGL (or WebGL, or whatever). Your memory usage will drop dramatically.
I have KSU_Parallax_Smoothing at the bottom of my plugin list and your OrangeOverlay plugin just above that. I've switched over from Kaus Ultimate Overlay, and I was told that I wouldn't have to change anything but the plugin. However, when I changed over to your OrangeOverlay plugin and kept the same settings (i.e. switch ID numbers for the overlays, organized folders, quickstart, etc.) none of my images worked. I call them all through parallal process events.
I've also read that all image file names must end with the number of the map they are displayed in. So I renamed one of my image's to keep the name (e.g., SomeRandomImage) and just added the 004 to it to make it SomeRandomImage004. But that didn't work, so I tried: SomeRandomImage4. That didn't work. Whatever manipulation of the name of the image I do in the folder, I always do the same thing in the plugin command contained within the parallel process event.
This is a great plugin, as I would also like to not use Kaus' stuff, but his had additional parameters which ensured that it could co-exist with the Terrax Lighting plugin. Could you add that feature to yours as well?
Great plugin, but it would be great to have a bit more documentation. What blend modes are available and which number corresponds to which mode?
On that note, I couldn't get the plugin to change the blend modes so I looked into the file and noticed a typo in the variable on line 172 that stopped it from working. I assumed that "fodBlendCommand" should be "fogBlendCommand", I changed it and now it works for me.
Edit: Actually, now the fog layer just uses the light layer blend mode no matter what number I use.
I've made a game with three very basic time settings being Day, Evening, and Night, controlled via a variable. Is it possible to use this plugin to load a different shadow / fog / lights overlay when changing the variable?
I could just make the same map three times, it's a bit of a pain and I will do that if this plugin cant do it.
@Hudell is this plugin compatible with your time system? I don't want to use your lighting system because I want to customize the lights a bit more than what that would allow, but I still want to have your time system able to be used. If I could use this to swap out parallaxes and such depending on the time of day/season it would be perfect.
Say I wanted to have a light layer, a shadow layer, and a lantern... where the light layer goes over the shadow layer, and the lantern around the player goes over the light layer.
Is that possible with this plugin? Can anybody elaborate?
Thank you for this plugin! I am wonder though as I am getting this strange error where my overlay is fracturing and creating visible lines in the graphics.
This might be something that was covered in a certain other Overlay Plugin, but I just returned after a hiatus so learning parallaxing was new to me so this is the only plugin that I've used so if the fix is somewhere else already let me know!
The odd part is I only get the fracturing after a certain point... if I am on 1 side of the map everything is smooth once I pass a certain point on the map it fractures... could that mean the map is to big?
I figured out my own issue... I wasn't using <ground> layer as I was just putting the parallax image in the editor, but with <ground> I am no longer getting the strange "tear". Next I need to remove the ground layer trees so that it doesn't all come out sharp as hell because of the double image overlay...
I am not having any issues with my maps in 1.3 and of all the issues there only a single one of them appears to be related to OrangeOverlay so I can't really help there. I can only confirm that I haven't been running into any issues right now. Matter of fact I am getting that strange thing where some of the tiles black out at the edge of the map as you are moving on it ONLY in my editor test maps... my Parallax Maps are still working perfectly.
…I think I might need to switch from standard ATK/DEF up/down buffs to parameter altering states. I just had an actor whose usual attack against an enemy does ~25 do a buffed attack against a debuffed enemy for ~600…
Zombie status is now complete. I didn't have to do much in the way of changing how healing is applied to undead targets, was just a simple 3 line code. I thought I had to overhaul Game_Action lol. Everything else was doable by events. So.. Zombie: You turn undead. Your element changes to darkness. You're weak to light, you're strong to physical attacks and healing hurts you and revival items will kill you.
My Overworld might be a mix of inspiration from 2D Final Fantasy games, Breath of Fire, Battlechasers: Nightwar, Super Mario World, and Pillars of Eternity. If I can make it more in-depth than just walking from point A to point B, that might do a lot for the gameplay experience. Hmm...