Parallax Mapping Passage Settings

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eliwolfe92

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Hey everyone. I really have searched around quite a bit now and really can't find a solid answer to my question...

What is the Best // Most Efficient setup for long term parallax mapping passage settings?

My issue rises from not knowing how to hide the arrows, ect. on the parallax tileset I used in the image below...

I mean, sure they're great for reference whilst in the editor.. But how do I make them go away once i actually launch?

Untitled.png
I have this picture as well but same issue as above...

post-9942-0-68514000-1358043277.png

Essentially I don't know how to use these images properly... I assume.
 

HumanNinjaToo

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Wow, all that gives me a headache... My method isn't nearly as complex. I just use a pink, transparent tile to cover the floor and then go over it all with a clear tile that is set to be passable. I use the same method with wall and ceiling tiles that are tagged so they will work in with the light effect script I use. It works for me and doesn't cause any problems :D
 

eliwolfe92

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But even if you need different kinds of passages? like passable everywhere except left/right or up/down ect ect. I guess I'm just looking for a uniform way to do this since I plan to be doing it for some time and don't wanna change methods half way through just to find i was being inefficient y'know?
 

Lunarea

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Well, all you really need to do is replace the arrows image with a blank image (same dimensions) in the database after you're done mapping. This will keep the same passabilities, but it won't show up on the map.
 

eliwolfe92

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Awesome Thank you, that was way easier than i expected. and I feel silly. Last thing before I go which is the ideal tab? A1-5, B, C? Or does it really not make a difference. (sorry if that's a silly question. just don't want to make a silly mistake i guess.)
 

Lunarea

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I would go with a tile from B-E. The A tiles are auto-tiles/floor tiles and might not let you set the passabilities the way you need to. :)
 

eliwolfe92

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Thank you so much, exactly what I needed to know. A little Overly excited to start mapping my Post Apocalyptic RPG now that this isn't holding me back. Thanks for the help guys :)
 

XWolf

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I agree with Luna, unless you use A5 (floors mostly) use the other tilesets.

What I do is create the parallax image, with transparent or solid white empty space;

then fill it with regular tiles. If the whole map is parallax then I simply use (in E, so far I've only needed 3) different

empty/transparent tiles. Just remember what's what, maybe write it someplace.
 

Dream3r

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  Trying to figure this out.  Another thread helped a ton but I can't figure out how to make trees work.  I designed a forest in Paint.net and carried it over to RPG Maker (sounds easy but took about 7 hours) Now when I put blank star tiles on the trees the player doesn't go under like they would if I had used basic map making, instead he can't go through them at all.  How do i work around this?
 
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Baka-chan

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  Trying to figure this out.  Another thread helped a ton but I can't figure out how to make trees work.  I designed a forest in Paint.net and carried it over to RPG Maker (sounds easy but took about 7 hours) Now when I put blank star tiles on the trees the player doesn't go under like they would if I had used basic map making, instead he can't go through them at all.  How do i work around this?
Because the normal parralax isnt a tile but an image below the player. You need an additional overlay image and and overlay lock script.
 

Dream3r

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Yeah someone else just explained it to me...Going to have to get photoshop I believe, having such a hard time with Paint
 

Engr. Adiktuzmiko

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Parallaxing overlays are pretty hard... especially when you have a lighting system on your game...

So I just resorted to creating new tilesets that contain the "parallaxed" version of my tiles... :)
 
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