Parallax Background not the same in Editor

Sakurra

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Hello! So I thought I try out Parallax map again. I took an image that was 960x960 and when divided to make a map of 20x20.
In the editor the image fits perfectly. In testing mode it does not.

Why is that and is there an easy fix? I eagerly await a reply! (Thanks for reading)
 

Puffer

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Can you describe the situation a bit more? Like what exactly do you mean by it not fitting, if you mean like it moving around weirdly and not follow the map then you can just add a ! in the parallax file's name, so if your parallax is sky.png it should be !sky.png
 

zzmmorgan

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Yeah if you pin the image with a ! in the front of the filename it looks like it works like you probably want. Otherwise what it seems to do is take just the viewport area out of the image then scrolls it as you move.....
 

Andar

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That "weirdly moving" is the parallax function that was the original purpose for the background and what gave it its name, so it needs to be disabled before you can use the background for mapping. Before MV that required a script, but by the time MV was programmed enough people had abused the background for mapping that they added a function to disable parallax movement with a ! in the filename.
 

Sakurra

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I'm a little confused. I didn't enable scrolling. (Or looping) So I assumed it would just show the image as the map.

But anyways. I added the ! in the file name and it seems to be working just the way I'd like it now. So thank you everyone VERY much! ♥

Ps: Is there anything else I should know about parallax? Such as common errors or what ways I should avoid using it? Just anything really.
 

Andar

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I'm a little confused. I didn't enable scrolling. (Or looping) So I assumed it would just show the image as the map.
you assumed wrong - and it is not scrolling, it is parallaxing. Of course it does that by default, because that is the entire reason why it is called a "parallax" - otherwise it would just have been called a "background picture".

The problem is that the RM-Community (and ONLY the RM-Community) has used the word "parallax" to mean a form of mapping while everywhere else people know that "parallax" is a special form of moving different layers of a picture.
 

Sakurra

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you assumed wrong - and it is not scrolling, it is parallaxing. Of course it does that by default, because that is the entire reason why it is called a "parallax" - otherwise it would just have been called a "background picture".

The problem is that the RM-Community (and ONLY the RM-Community) has used the word "parallax" to mean a form of mapping while everywhere else people know that "parallax" is a special form of moving different layers of a picture.

Thanks so much for taking a moment to explain. :)
 

zzmmorgan

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Yeah "parallax mapping" isn't the best way to describe it and definitely can cause some confusion especially if you know what parallax is. .... :)

At the moment I'm not truly using it - only using some pinned parallax images as guides for making maps.
But the more I play with regions the more likely I'll actually use some "parallax mapping" on some stuff. I really wish you could have regions layered as there are times I want 2 or 3 regions controlled effects in the same spot........
 

Andar

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But the more I play with regions the more likely I'll actually use some "parallax mapping" on some stuff. I really wish you could have regions layered as there are times I want 2 or 3 regions controlled effects in the same spot........
you don't have to use regions for passability.
In fact the use of regions for that is only to simplyfy things, and a lot of the original capacity of the passabilities is lost that way.

The original way how people handled passability on parallax mapping was using two different tilesheets.
One tilesheet with passability symbols, and one completely transparent tilesheet.
During development, the tilesheet with the passability symbols is used, and the tileset options are set exactly like the symbols - including things like directional passability, ladder and so on.
Then the map is filled with these tiles depending on where needed.
And just before deployment, that symbol sheet is exchanged with the completely transparent sheet - the symbols will vanish then, but the invisible tiles keep the different passabilities set for them.

Attached below is one of such tilesheets made by someone on the forum, but unfortunately I don't remember who made it. It requires much more work than simple region block, but has more options and does't use up region IDs.

tilepattern_forparal.png
 

zzmmorgan

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Something else to tinker with.
I actually wasn't even thinking of passability but I see how that could replace region blocking for general use.
Currently I'm using a lot of regions for controlling footstep sounds but I'd like to overlay that with pathing restrictions for NPC random routes and I'm also using some regions for transfer links between maps when there's a fairly wide area for the transition.....
 

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