Parallax Map problem

luiscesjr

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So, I know everyone around here already saw some many problems regarding parallax mapping.

So did I when I researched about my problem.

This map is an "Intro" just after the game's main Intro, where you chose your character's name,

class, etc.

What is my problem really?

- Character doesn't spawn where i'ts supposed to after transport;

- Doesn't matter where I put character to be transported to, it will spawn at the same location.

Why is that? 

What I found already and didn't work:

- Map Size;

  - My map size is 50x50 tiles which is supposed to be 1600x1600 pixels, and that is exactly the size of

    my parallax background.

- Screen lock:

  - Would that help me? I don't have screen moving problems when my screen is supposed to move.

Thanks for any kind of help.
 

Zane

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You need yanfly's parallax lock

the use the tile lock tag inside the map notebox
 

luiscesjr

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Amazing @Zane, I found out about yanfly's script, but I thought "Why? Why would locking the map's movement help me???".

You confirmed that. I tested it then. It's working now. I cannot thank you more man.

So for any user that has the same problem in the future, here it is.

One more question.:

- Is it possible that, when my character gets transported form the Intro, the screen starts slightly above it, and then decends?

Script line Scroll map won't exactly do that.
 

Engr. Adiktuzmiko

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I think there's a parallax scroll option though it might not work for a locked parallax...

what you can alternatively do is that you set the player to use transparency then make him start on where you want the scene to begin then make him move downwards
 

luiscesjr

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It didn't really work as planned. Maybe I am not using switches correctly.

Event1.:  (Autorun)

I set transparency to on when characters gets transferred > Set move speed

to slower > Directions > Switch 001 ON > Transparency OFF

Another event.: (Autorun)

Main character's graphic > Switch 001 ON > Wait 2s > Erase event (Self switch).

(So that my main character walking over this one, will erase this event/sprite)

Is autorun killing my second event? Firstly second event never appears

on screen. DId I make my self clear? I found a bit confusing what I said, hope

someone understand it, or I will have to try and elaborate it with my poor english.
 
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Engr. Adiktuzmiko

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Can you post a screenshot of the event instead?
 

luiscesjr

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OK, here it goes in order.:

(Sorry for the delay, I was travelling).

One more thing, how do I stop my charater from blinking whenever I change

it's graphic, or for example, here I am transporting him and making him

transparent, he blinks before becoming transparent.

Do I need a new event page after transporting?









 
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nbee

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OK, here it goes in order.:

(Sorry for the delay, I was travelling).

One more thing, how do I stop my charater from blinking whenever I change

it's graphic, or for example, here I am transporting him and making him

transparent, he blinks before becoming transparent.

Do I need a new event page after transporting?









This problem happens to many people.

When transfer player to another map, there's a short "delay" that affects a lot of commands, especially anything that involves changing graphics.

The easiest way is to make a parallel process on the map that you TRANSFER TO, set transparent or anything on that one.

As for changing player graphics, try using the command in Set move route instead of system settings command.
 

luiscesjr

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Ok, so let me see if I understand (I'm far from my pc now).:

I should make my Introplayer event without the first lines, and a new event

with transparency? 

Or I should make a parallel process instead of autorun? Since there is no

user movement on the map, parallel process is the answer?

What about the problem I am having with the second graphic disapearing?

It simply won't show...

Thanks people.

EDIT.:

Got hom now, I set the first event to parallel, and the second (With the trigger to erase the player's graphic)

to parallel aswell.

Everythign works as it should!!!

 @nbee, changing transparency on Set Move Route really solved the problem!!!!!

Now the actor is transparent as it should, until the desired point!!!
 
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