Parallax Mapping for RMXP?

Valkyriet

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I have the guide to making parallax maps, however, I'm not sure if such maps can be used in XP. I heard it's applicable to all 3 engines but I'm not sure if the process mentioned in the guide is the same for XP. Halp?
 

Shaz

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You're just using images as the map background. The process of setting the passable areas will be the same.


You will still need a parallax script. Search for one for XP.


Anyway, this really doesn't belong in Celianna's Resource Pack forum, so I'm going to go ahead and move it to the XP (RGSS) Script Requests forum.
 

Prizmik

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I have the guide to making parallax maps, however, I'm not sure if such maps can be used in XP. I heard it's applicable to all 3 engines but I'm not sure if the process mentioned in the guide is the same for XP. Halp?
Hello.


The great thing about rmxp, that is superior to vxace is that you don't have to use parallax scripts or anything.


You really don't and you shouldn't. In rmxp you have tilesets of limitless length, so you can just slice up anything you draw up for your maps and insert it into the tileset image file, that you can use in game.


Again no scripts no nothing, its all there for you out of the box. You just have to make a custom tileset image file with what you want, and use it in the editor.


Edit: I attatched an example file from my first project just to show you how it looks.

Ostclaw interiors.png
 
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Engr. Adiktuzmiko

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Parallax mapping started out in VX because of the fact that you can only have 1 tileset in VX and it extended to being a way to have more freedom on how you map in Ace given that Ace removed the 1 tileset problem of VX... On XP, there were never this kind of problem because of how the mapping of XP was, which IMHO is still the best mapping system in RM.

Beware of using overly large tilesets on XP though, it might have impacts on performance.
 
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