Overlay Maps: bringing layers back to Ace

LBQ

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I remember that there is a script that can do this before. ( it is in Japanese so i can't remember it...). Still, i think yours provide more functions. This is useful for creating bridges in ace. so thank you.
 

Tsukihime

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I've fixed a bug where parallax maps aren't being drawn correctly (parallax from current map is inherited by overlay maps, which is wrong).


I have also fixed a bug where screen-related effects (shaking and flashing) were being run on the current map even when an overlay event called the shaking.


There are several issues outstanding


-Different scroll rates affecting event autonomous movement. Currently, the script doesn't take into account different scroll rates. It is not obvious how to adjust the calculations for this.


-When a smaller map is drawn over a larger map, the smaller map will loop. I am not sure how to deal with this, but I believe I will have to move the viewport holding the map directly.


-When you have horizontal or vertical looping on your map, the overlay maps do not take this into consideration.
 
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Rik Vargard

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This looks so awesome.

But I don't understand a thing on how to use it.

I guess it's pretty obvious for experienced users but I'm new here.

And I don't understand scripting...

So please, is there a tutorial on how to use this?

Or can you tell me where in the script I must input the map name to be used as overlay

And then what? Do I just make that map and it appears as an overlay? But on what map?

I'd really like to know how to use this script!

:) Rik
 

Tsukihime

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You can follow this tutorial: http://forums.rpgmakerweb.com/index.php?/topic/10442-using-scroll-rates-to-create-depth-perception/


I assume you know how to add a script to your project and you know what note-tags are. The tutorial does not explain how to insert the script into your project but it demonstrates how to add note tags.


Just place the script below Materials and above Main.


I have updated the script so that each map has its own screen.


This allows you to control weather effects, screen flashing/tinting, or screen shaking separately for each map.


For example, you can make the lower layers less visible by using some sort of fog effect.


The current layer, and any upper layers, will not be affected.


 
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Rik Vargard

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Thanks for the link to the tutorial! :)

I'm getting a little step closer.

I know where to add custom scripts, and I guess note-tags are like what you wrote into "Note"?

Now, what I understand is:

- I don't have to change anything in the script.

- The note says you choose map ID 4 to be the overlay, -1 is to put it below the main map and 8 is the scrolling speed.

What I don't understand:

- How do you designate the main map for the overlay? I mean, how does the overlay map know of what map it is the overlay?

:) Rik

EDIT : Ooooh ! Maybe you do the opposite? You choose what map will be the overlay for that map you're using, thx to the note?!
 
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Tsukihime

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I have tested this script with mode 7 and map zoom...and it doesn't work as expected lol


Will need to figure out what's wrong.

EDIT : Ooooh ! Maybe you do the opposite? You choose what map will be the overlay for that map you're using, thx to the note?!
Yes, that's right.


The main map will choose which maps to draw as overlays.
 
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Rik Vargard

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Yes, that's right.

The main map will choose which maps to draw as overlays.
Thank you very much for your replies.

I now got the basic idea.

I hope...  :unsure:

Now to make it happen...!

:) Rik
 

Tsukihime

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One major bug fix, one update.

First, I have implemented proper overlay map looping. This means that if your overlay map is smaller than the current map, it will not automatically spill over and loop itself.

Now your maps will loop (or not loop) as you would expect. To set up looping, you would do so in the map properties as usual



An example of what I mean:

Here's my sky city with sky island overlay, without proper loop checking, you can see that the map repeats itself.



And here it is with loop checking implemented. The map is only drawn once.



Second, I have added an option called "map synchronization".

This allows you to specify whether the overlay map will "share" the screen of your current map or not.

For example, if the current map is shaking, you may or may not want the overlays to shake as well. If the overlays are supposed to be a part of your current map (like how my castle was separated into floor + walls/ceiling), then you would want it to shake with your map. By synchronizing the overlays with your map, you won't have any strange issues where your map is shaking, but the overlay is not.

The note-tag has been updated as follows

<overlay map: map_id order offset_x offset_y scroll_rate sync>If sync is 0, then the overlay map is not synchronized with the current map.

If it is 1, then it is synchronized.

By default, all overlay maps are sync'd.
 
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Rik Vargard

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So this means that if I click on the script link in the first post ,on that other website, this will be in it? 

And I have just to copy/paste to replace the old script?

:) Rik
 

Tsukihime

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I have updated the demo with some stuff. Mainly just to show off the sky city and the sky island.

I would like to implement some sort of "anti-lag" functionality that will stop updating the overlay maps if they are not "near the screen" but have not figured out how to do so.

I am currently looking at the Map zoom script so that I can integrate the zooming functionality with each layer so that you can specify the "zoom" level of an overlay map. This will allow you to make it look like a map is further away than it really is.

So this means that if I click on the script link in the first post ,on that other website, this will be in it? 

And I have just to copy/paste to replace the old script?

:) Rik
That's right.

You can check the top of the script for the date; most scripters include some way to tell you whether the version is newer or not.
 
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seita

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I'm curious about the compatibility of this script. Would you say that it would conflict with many scripts? I'll try it out on my current project. It looks like amazing fun
 

Tsukihime

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It should be compatible with most scripts since all I am doing is displaying extra sprites in the current scene.
 

amerk

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This is ---- WOW! --- A bit over my head right now since I'm just now digging into Ace and learning how much different it is from VX, but from what I'm seeing this is all very impressive. Maybe now the RMXP shouters will realize just how much VXA can do.
 

Tsukihime

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I've figured out how MGC's map zoom works and am working to integrate it with the overlay maps.

It is not possible to just take MGC's script and use it because it assumes all maps have the same zoom rate.

The overlay maps will come with a zoom option which you can set in the note-tag.

Each overlay map will thus have its own zoom value.

Because the note-tag is getting cluttered, the next update will come with a new note-tag format. It is purely to make it cleaner; the old format will still be usable and support all options as well. It will look something like

Compact:

<overlay map: map_id layer offsetx offsety scroll sync zoom>Expanded:

<overlay map>map id: 1layer: -1offset: -10 5scroll rate: 64zoom: 0.5sync: true</overlay map>The difference is that the order of the options doesn't matter and it comes with named options, so if you don't specify an option then it is assumed to be the defaults. The compact version does not allow you to skip options that you don't need to change.

Here is an example of zooming in action, where the party is currently on Sky Island, and Sky City can be seen below.

 
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Rik Vargard

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That's awesome, can't wait for the next version!

:) Rik
 

Tsukihime

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Map zoom implemented as an add-on script.


You will need to update this script to get the updated note-tag (so it can read the zoom value)


I have also implemented an extended note-tag format as described a few posts above.
 

Tsukihime

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New option: overlay map opacity


The script now supports overlay map opacities as an option.


The compact note-tag is now deprecated because I don't like it. You can still use it, but all new options will only be available to the extended note-tag.





At this point, I am considering to make MGC's tilemap dll a requirement, since it would make it much easier to manage the map itself, but for now I have used workarounds.


If you look at MGC's tilemap, it actually supports all of the sprite functionality which would make for interesting map effects....
 
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amechra

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This is pretty darn sweet!

Now, as to moving between maps... Couldn't you do something with your connected maps script to let you, say, make a staircase that lets you move between them?
 

Tsukihime

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No, since the connected maps adds all of the tiles to the same map.


Instead of separate maps, it's just one big map, which is why you can only have one tileset.


Layered maps are completely separate maps with nothing in common besides being drawn in the same scene, and with events running in the background as a bonus.
 
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