Parallax Mapping Help Needed! :D

KingOfFoxz

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I followed a parallax mapping tutorial and everything worked on the map I needed it to. But when I went to another map the overlay followed to the new map. I am confused on how to solve this. The plugins I am using are bind picture to map. Any help is appreciated, thank you! Screenshot (2).jpgScreenshot (1).jpg
 

Kes

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'General Discussion' is for looking at broad themes as they could apply to several games. "How do I...?" questions (implementation) go in the Support forum for the engine you are using.

[move]RPGMaker MV[/move]

If you are using pictures, then when you leave a map, your transfer event must include the 'Erase Picture' command, otherwise the picture follows you around.

However, I am a little confused - you start off talking about parallax mapping, then switch to talking about pictures. Those two things are not the same. Could you clarify exactly what it is that you are referring to.

As an aside, I'm not clear why the image you've shown needed to be either a parallax or a picture as it looks like straightforward mapping, but that is a different question.
 

KingOfFoxz

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I thought using the pictures is parallax mapping? I guess I need to brush up on terminology, sorry. And the pictures I showed are the pictures following me, I didn't know how to remove them. Would I need to use the erase picture command for every new area I use?
 

Shaz

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If you show a picture on one map, then you need to erase the picture when you leave that map. By default, pictures are not removed when you change maps.

So no, you don't need to use the erase picture command for every new area - you need to use it when leaving an area where you HAVE shown a picture.

But I'm with Kes - why are you using a parallax for those trees? If you just want them placed so the trunk is in the center, you could edit the tileset and move them over half a tile, to take up 3 instead of 2. You may have to edit the tileset a little more to make extra tiles available, as the default ones are pretty chokka.
 

OnslaughtSupply

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I would suggest using Orange Overlay or Galv's Layer Graphics Plugins for parallax mapping. Orange Overlay is pretty easy to use, on each map you just use notetags to pull up your layers (your parallax image). You can add a light layer, ground layer, shadow layer, an above player layer (par), and moving fog layer. Combine it with YEP Region Restrictions and you have a winning pair.
 

bhindi1224

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You may have to edit the tileset a little more to make extra tiles available, as the default ones are pretty chokka.
I had to look up what chokka meant. I had never heard of that before here in the US. Just to verify my understanding, you're saying that the default tilesets use up most of the space on them, so you'd have to add some space at the bottom for edits?
 

Shaz

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the default tilesets use up most of the space on them
Yes. I think they take up ALL the space on them!

so you'd have to add some space at the bottom for edits
No. The tilesets are a preset, fixed size. You cannot make them larger. XP was the only engine where the tileset size was variable. What you need to do is make copies, find tiles that you won't use for that map and remove them from one of the copies, rearrange tiles to make space available where you need it, and move the tree tiles over. Then create a tileset in the Tilesets tab using your modified image, and make your map use that tileset.
 

bhindi1224

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Ah, thx. I had been wondering about resizing them for a while. So the A-C series are all set to a certain resolution?
 

Shaz

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Yep. The sizes are listed in the help file, or you could just look at the default/RTP resources to see how big they should be.

All the A* tiles are different sizes. All the B-E tiles are the same.
 

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