Parallax Lock Not Working

yokai42

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I have Yanfly's Parallax Lock script, in "Materials" above "Main". I have my map with the parallax background and the tileset with invisible tiles and I've placed <full lock parallax> in the map's notes and I've saved the project. Yet when I open the game or playtest it the parallax continues to move with the player sprite instead of staying locked.
 

mlogan

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I've moved this thread to Plugin Support. Please be sure to post your threads in the correct forum next time. Thank you.

 

Andar

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1) did you start a new game with the script or did you continue a saved game?
you need to start new games to initialize new scripts correctly.

2) what are your parallax size (in pixel) and your map size (in tiles)?
 

yokai42

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1) did you start a new game with the script or did you continue a saved game?
you need to start new games to initialize new scripts correctly.

2) what are your parallax size (in pixel) and your map size (in tiles)?
Yes, when I ran the game/playtested I selected "New Game".
The image is seven hundred by seven hundred, so larger than the game window. The map is one hundred by one hundred tiles. In the editor the image repeats. Will I need to make it thirty-two hundred by thirty-two hundred?
 

Andar

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yes, the sizes need to be exactly the same size, with parallax = 48 * tiles (because MV has a tilesize of 48x48 pixels).

However, 100x100 tiles is on the large end of parallax maps - every player will need a good computer to be able to play that without lag.
Are you sure you need that size? Usually maps are in the 30-50 size range...

Never forget the price of parallax mapping: a parallax map needs several thousand times the RAM compared to a tiled map.
 

yokai42

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yes, the sizes need to be exactly the same size, with parallax = 48 * tiles (because MV has a tilesize of 48x48 pixels).

However, 100x100 tiles is on the large end of parallax maps - every player will need a good computer to be able to play that without lag.
Are you sure you need that size? Usually maps are in the 30-50 size range...

Never forget the price of parallax mapping: a parallax map needs several thousand times the RAM compared to a tiled map.
I'm using Ace so the tile size is thirty-two by thirty-two pixels, so not quite as big as it would be in MV. Unfortunately the map needs to be that large and can't really be divided into smaller sections and turning the map as a whole into an image and making it into b through e tiles isn't an option as a shortcut either since there are translucent areas where the sprite needs to move between the ground and the above b tiles. If the parallax image needs to be as large as the map for the script to work then that's how it has to be.

EDIT: Even with the parallax image fit to the size of the map the script still is not working. I saved the project, started a new game, and the parallax still moves with the sprite instead of being locked in place.
 
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mlogan

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I'm using Ace...
Ahh sorry about that, my fault, I wasn't paying attention to the engine and put it in the wrong place. Moving it again, my apologies for any confusion.
 

yokai42

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Ahh sorry about that, my fault, I wasn't paying attention to the engine and put it in the wrong place. Moving it again, my apologies for any confusion.
Should I disregard the MV related answers?
 

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Can you please provide a link to the parallax locking script you're using? I'm guessing you've just got something not set up quite right.

Confirm that your parallax image is 3200 x 3200 pixels?

If your parallax is the correct size (map width in tiles x 32 pixels, and map height in tiles x 32 pixels), it shouldn't repeat in the editor. So I think the size is not quite correct.
 

Sixth

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I think you misunderstand what the note-tag you used actually does.

You should try the <tile lock parallax> instead. That one works how you would expect a part of the map to work, which is to move with the player if the screen scrolls in any direction, just like the original tileset does. From what I read, the images you want to use are part of your map, so this is the right note-tag for you.

The note-tag you used will place a static image on the screen, which is basically the same like using a simple "Show Picture" event command, except that it will show up below the default map and below the character images.
 

yokai42

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I think you misunderstand what the note-tag you used actually does.

You should try the <tile lock parallax> instead. That one works how you would expect a part of the map to work, which is to move with the player if the screen scrolls in any direction, just like the original tileset does. From what I read, the images you want to use are part of your map, so this is the right note-tag for you.

The note-tag you used will place a static image on the screen, which is basically the same like using a simple "Show Picture" event command, except that it will show up below the default map and below the character images.
Yes. This. Thank you.
<tile lock parallax> stops it from scrolling with the sprite. The descriptions in the script of the notetags are a little misleading. It says <full lock parallax> "prevents the map's parallax from scrolling at all." which sounds like exactly what I want it to do, stop the parallax from moving at all, but I guess not. I dismissed <tile lock parallax> when I added the script since the description said "This causes the map's parallax to be locked to tiles and scrolls with them." which makes it sound like it will still be moving.
Can you please provide a link to the parallax locking script you're using? I'm guessing you've just got something not set up quite right.

Confirm that your parallax image is 3200 x 3200 pixels?

If your parallax is the correct size (map width in tiles x 32 pixels, and map height in tiles x 32 pixels), it shouldn't repeat in the editor. So I think the size is not quite correct.
The problem is presently solved, but thank you for your input.
I made a version of the image that was thirty-two hundred by thirty-two hundred. The first version of that image was smaller and repeated in the editor. Fortunately, I have also discovered that, now that I have the right note tag and everything is working, that the script still works with the smaller image so I've switch back to that one. It is seamless so it is just fine to be repeating.
 

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