OZ OverTiles

orochii

Abomination of life, or life itself.
Veteran
Joined
Apr 29, 2012
Messages
652
Reaction score
364
First Language
Spanish
OZ Over Tiles

Author: Orochii Zouveleki (a.k.a. muramasa) - Version 1.00 (RGSS3)​
Category: Maps​


 

Description:

One thing that happens in RMVXA is that isn't completely compatible with big characters. It loads and draws them correctly, but has issues with the "priority tiles" (star sign).

This script solves that. Doesn't needs any special configuration, just insert it and be happy (?).

 

How does it works?

The idea is simple. I grabbed the map data, and redrawed the necessary tiles. Thing is, I chopped the map in rows, so I was able to give each row a different Z value (drawing priority), that makes it possible to pass over or below each tile row independently.

 

Features:

  • Solves the problem when using character overworld sprites bigger than 32x32.

 

Script:

https://dl.dropboxusercontent.com/u/13006190/OZ_Overtiles.txt

 

Usage:

Paste over main. Nothing else.

 

Changelog:

12/11/2013 1.00. Initial version.

12/12/2013 1.01. Performance increase, fixed an issue with the process_data method.

12/13/2013 1.02. Fixed a bug with looping maps.

 

License:

Free use, edit and distribution rights, either commercial or non-commercial.

 

Contributions:

Orochii (me)

 

Special thanks:

Mobychan, because her script (link) was the reason for me to try out.

Also to most of the XP Tilemap overwrites (i.e. Poccil, ForeverZer0, WhiteFlute, me, TheKing...), as I based the idea for the script on the way these work.

 

FAQ:

Nein.

 

Salut,

Orochii Zouveleki
 
Last edited by a moderator:

Jesse - PVGames

Game and Graphics Developer
Veteran
Joined
Jun 23, 2012
Messages
1,790
Reaction score
2,787
First Language
English
Primarily Uses
I just tested this out and it works, but I wanted to just let you know that it made my framerate drop from 60fps to 4fps. The map I tested it on is about 200x200.
 

orochii

Abomination of life, or life itself.
Veteran
Joined
Apr 29, 2012
Messages
652
Reaction score
364
First Language
Spanish
I just tested this out and it works, but I wanted to just let you know that it made my framerate drop from 60fps to 4fps. The map I tested it on is about 200x200.
Solved, now it doesn't haves problems even with 999x999 maps (just tested it). Performance now is actually 100x better (it was a pretty dumb thing I had updating and I didn't realized before lol -specifically the process_mapdata method, so I just restricted it to run when necessary-). Thanks PVGames for the report.

Test it out again, any other issue, let me know,

OZ
 
Last edited by a moderator:

Jesse - PVGames

Game and Graphics Developer
Veteran
Joined
Jun 23, 2012
Messages
1,790
Reaction score
2,787
First Language
English
Primarily Uses
I just tested it out again :)

The speed IS a lot better, but still lags the game a bit. I am not getting 4 FPS any more, but it is still around 30ish FPS when normally it is 60 FPS. I also noticed that if you have a tile that is more than two *'s high, you sort of get the opposite problem where the legs are cut off but your torso pops up over the * tiles.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
I think there are fixes out there since long ago (link the one you linked)... and they don't lower FPS... so I hope you get to fix that FPS drop... else, this wouldn't be a nice alternative... :)
 
Last edited by a moderator:

orochii

Abomination of life, or life itself.
Veteran
Joined
Apr 29, 2012
Messages
652
Reaction score
364
First Language
Spanish
Well, sadly I don't get any framerate drop, so I can't test out this way (I'm using a blank project though!). I've just tested it on XAS, it works fluid (though I did a little bugfix to make it work properly with it, but this fix is even worse performance-wise). I'm out of ideas of what else can I test it (and Mode7 obviously isn't an option, neither FPLE or anything that overwrittes the map scene completely). So, if you have a sec, please don't mind and send when have you encountered lag, or what do you want me to test out.

Also, size is not a problem. The script only cares about map size when loading. After that, it ignores most of the map, and just blits the necessary parts of it. Only size that could make it to lag is screen size.

And my PC is not even a good one, it's a dual-coreish Celeron (WinXP FTW!), I'm quite scared seeing you people have so much lag D:,

OZ
 
Last edited by a moderator:

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
well, it could be a comp spec problem too... and that comment is simply based on PVGame's comment... cannot test it out for myself right now coz I'm on office so I only have Lite...
 

djDarkX

Retro & Remastered Music Guru
Veteran
Joined
Jan 17, 2013
Messages
2,700
Reaction score
1,901
First Language
Music
Primarily Uses
RMMV
Just tried this out on my retro demo that showcases the Old School Modern Pack and it works flawlessly and I didn't see a drop in framerate at all...although I used a very small map.  THIS is what I was looking for, so I shall drop my VERY heartfelt thank you here for you and be on my way with this crispy new script.  Thanks a bunch! 8D
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
Also, size is not a problem. The script only cares about map size when loading. After that, it ignores most of the map, and just blits the necessary parts of it. Only size that could make it to lag is screen size.
Have you actually tried it on a 200x200 or a 400x400 map? With like, 500 events or something.


The problem with your argument is that you are only considering your own script, and assuming the cost of maintaining an extra tilemap is free. Well, it might be I suppose, but I'm sure if you stack a couple tilemaps on top of each you'll get performance issues quickly.


There's also the issue with what seems to be updating basically a second copy of all the sprites.
 
Last edited by a moderator:

orochii

Abomination of life, or life itself.
Veteran
Joined
Apr 29, 2012
Messages
652
Reaction score
364
First Language
Spanish
I've not tested events, as it does nothing with them, except for a little adjustment. Any character sprite Z = screen_y+priority*100+100. Best case, it's the best thing I can do.

EDIT: BTW, just tested with a looping map, it had a bug, but now it's fixed. Anyone seeing this, please update, sorry for the troubles.

You're right about the flaw at my argument, as it creates a set of sprites over the existing tilemap, so it actually drops performance (didn't cared to explain... heh... >_<). But haven't seen lag (aka framedrop), so except from testing it against a heavily modified, high consuming map scene, nothing else comes to my mind. I suggest anyone to try it out by their own, and see if it fits their needs, or not, and how it behaves in their project. Maybe their frame drop is being caused by something else. I don't know, this is something more specific for each game/person/project.

The reason for me for stacking a tilemap on top of the other, is because changing the original one properties is more difficult. The original one has nice performance, so I wanted to take advantage of it, rendering all bottom layers with it (IIRC, it is made in C/++). But any change to the priority tiles would had been hard, and I was not sure if it was possible (I took some time inspecting the class from Ruby as good as I was able, with #instance_variables and #methods, but found nothing, so I concluded that it was drawn directly from the #update method like a Sprite, maybe if I was better at that I would find another way of doing this).

Anyway, I hope this is a more clear explanation,

Orochii Zouveleki
 
Last edited by a moderator:

djDarkX

Retro & Remastered Music Guru
Veteran
Joined
Jan 17, 2013
Messages
2,700
Reaction score
1,901
First Language
Music
Primarily Uses
RMMV
I just tested out a "Same as Character" event with "Through" on.  When appearing below the event tile, it works as advertised and same when I step on the event in question, the player goes under the event as it should, however once you do that, if you go below the event tile again, it still appears over the character.  Don't know if this can be fixed, but thought I'd address it.

EDIT:

I can see where the performance issues come into play.  I exited a parallax map and into a tile-only map that was 30x26 and while scrolling, the FPS just dropped.  In a map that has minimal tiles, it works REALLY well, or even just a map that was 17x13, it works very well, no lag.  Anything bigger with even a minimal amount of tiles tends to lag.  REALLY damn good script, but I wish there was a way to disable it per map.

EDIT #2:

I was able to free up quite a bit of FPS by deleting MA's Fixed Picture to Map (which is made completely ineffective by your script anyway lol) and having very few tiles on the screen.  This works better with parallax maps with very few events and/or tiles.
 
Last edited by a moderator:

glenjj

Villager
Member
Joined
Dec 11, 2013
Messages
19
Reaction score
0
First Language
English
Primarily Uses
I have an issue when using this script, it works fine until you wanna walk under star tiles, then it goes haywire lol, I was using it with a shopkeeper under a tent, and Id have him walk away under the tent and come back, but then I get this issue...

Ill illustrate the same issue with this gif from a small vid I made, the tile layout of the castle is like this:

★★

★★

★★

OO

But it happens on anything, like trees with 2 star tile tops to walk under etc, and it does the same thing if I walk upwards or downwards even though I only walk upwards in the GIF, it happens both ways.

Ive used a different script to eliminate the head overlap, but it has a bug too lol (http://www.rpgmakervxace.net/topic/20740-request-to-fix-an-existing-script-bug-op-gone/)... though it doesnt have the above issue, I need the best of both scripts! :p

rpggifoverlapEZtiles.gif
 
Last edited by a moderator:

orochii

Abomination of life, or life itself.
Veteran
Joined
Apr 29, 2012
Messages
652
Reaction score
364
First Language
Spanish
I understand. Sadly, it's an issue this script doesn't solves. Or not by now, at least. It's an issue with tiles only being capable of having either "priority" or "no-priority". I would suggest to use this in conjunction with a fixed picture, sadly djDark have had some lag problems with that...


For this script I could do a custom editor, just for setting different priority levels. But things will get complicated (and probably laggier, if that's a word), and I think there are better and simpler mapping systems, or better ideas yet to be made. I'm sorry people, but I'm letting this as-is.


EDIT: Anyway, I think this script works! But it's not perfect. Just keep that in mind.
 
Last edited by a moderator:

djDarkX

Retro & Remastered Music Guru
Veteran
Joined
Jan 17, 2013
Messages
2,700
Reaction score
1,901
First Language
Music
Primarily Uses
RMMV
That's a shame.  I really liked this script a ton and was hoping this would be the one that would allow me to do what I was looking to do with several of my projects, but if it's going to stay as-is, then I can't argue with that.  Still did really good work with it and maybe in the future, you may come back to it.  Kudos!
 

glenjj

Villager
Member
Joined
Dec 11, 2013
Messages
19
Reaction score
0
First Language
English
Primarily Uses
I understand. Sadly, it's an issue this script doesn't solves. Or not by now, at least. It's an issue with tiles only being capable of having either "priority" or "no-priority". I would suggest to use this in conjunction with a fixed picture, sadly djDark have had some lag problems with that...

For this script I could do a custom editor, just for setting different priority levels. But things will get complicated (and probably laggier, if that's a word), and I think there are better and simpler mapping systems, or better ideas yet to be made. I'm sorry people, but I'm letting this as-is.

EDIT: Anyway, I think this script works! But it's not perfect. Just keep that in mind.
Thats ok man, though mobychans script doesnt have this issue (but has a different bug), "borrow" their part that avoids this bug? :p could do a collaboration and solve it for good
 
Last edited by a moderator:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,862
Messages
1,017,049
Members
137,569
Latest member
Shtelsky
Top