Parallax Mapping Question

grem333

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Hey everyone (I think this is the right section!),

I taught myself how to parallax map yesterday finally, and I had a couple questions. FYI, I taught myself with this tutorial:

http://forums.rpgmakerweb.com/index.php?/topic/31269-making-parallax-monkey-style-tutorial/

Question 1: I love forest maps, so the first map I made was a forest with tons of trees. My problem is that in the game, the tree shadows of the "base tree layer" and the "overhead tree layer" combine together and make a darker shadow. Is there any way around this, or do I have to erase the shadows from every single tree in one of the layers? (Ugh, this would really suck, because I just finished a 100x100 forest map...)

Question 2: I'll try to explain this as best as I can... My forest also has a couple cliffs in it. Is there a way to enable passability for the edge of the cliff (when the player is on the cliff) AND the ground beneath (for when the player is on the ground) without having so the player can move from the top of the cliff to the adjacent ground tile?

Question 3: Do you guys have any links to tutorials about animating water and waterfalls for parallax maps? Right now I am adding the water in the editor, but it doesn't look that great.

Question 4: Do you guys have any tips for marking passabilty? The way I am doing it seems to take forever. Any tips for a beginner parallax mapper in general?

Thanks in advance for your help, guys.

P.S. I am NEVER making a 100x100 parallax map again... It took FOREVER!

If someone could tell me how to post screenshots, I can post a picture of part of my map if needed. :)
 

Engr. Adiktuzmiko

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1) Put the shadow on the top layer only or bottom layer only depending on the effect that you want, whether it should overlay the player too or not... There really is no point having shadows on both...

2) Try to use the 4-direction pathing to disable going down the cliff and moving up from the base

3) Try busted ed's trick and tips, he has nice animated waterfalls... for water, his method involves moving a parallax so that would fight with the parallax map

4) They tend to use two sheets, one is filled with images of directions and pathing, then another sheet with the same settings but without real images... You set up the map using the first sheet to easily determine pathing, then shift to the next sheet before packaging the game
 

Kyuukon

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I'm gonna reply to this because I've spent quite a lot of time getting used to this technique. I learned as I go, picking up techniques from many tutorials and maps. Try to level up your own. It all comes to your own design choices.

Here is my latest parallax map: http://youtu.be/MU0Dyp0Qprc?t=3s (I'll use it as reference for answering the questions the best I can).

Question 1: As you can see, I erased all shadows from the trees and then applied my own shadow fixed overlay. Do it before mapping everything. This solved many problems:

- Shadows won't mix and look weird.

- Map will look less empty when there are no trees nearby. It also gives a better vibe when in a forest.

- I can easily adjust their opacity ingame. The less light source the less shadows you will have (this is useful for time/weather effects but not mandatory).

Question 2: You'll do it when you have to define the passability of the map. You can have certain tiles that can only be accessible from one direction. You can also check the Z level of the player through common events and variables.

Question 3: For the above map, I used MA's Animated Parallax with 9 different frames that displayed at a speed of 15 frames per sec (You can do way less).

Question 4: You can use this: http://i.imgur.com/StkbB.png . Then replace with blank sheet once you're done.

Question 5: Upload to http://imgur.com/ then link here as a picture.
 
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grem333

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Thanks for the quick responses guys!

1) Put the shadow on the top layer only or bottom layer only depending on the effect that you want, whether it should overlay the player too or not... There really is no point having shadows on both...

2) Try to use the 4-direction pathing to disable going down the cliff and moving up from the base

3) Try busted ed's trick and tips, he has nice animated waterfalls... for water, his method involves moving a parallax so that would fight with the parallax map

4) They tend to use two sheets, one is filled with images of directions and pathing, then another sheet with the same settings but without real images... You set up the map using the first sheet to easily determine pathing, then shift to the next sheet before packaging the game
For Question 2 and 4: so I can use B-E tiles to mark passability? That's great to know. I was just using empty A tiles. And thanks for the tip with switching tile sheets. That makes a lot of sense, actually.

I'm gonna reply to this because I've spent quite a lot of time getting used to this technique. I learned as I go, picking up techniques from many tutorials and maps. Try to level up your own. It all comes to your own design choices.

Here is my latest parallax map: http://youtu.be/MU0Dyp0Qprc?t=3s (I'll use it as reference for answering the questions the best I can).

Question 1: As you can see, I erased all shadows from the trees and then applied my own shadow fixed overlay. Do it before mapping everything. This solved many problems:

- Shadows won't mix and look weird.

- Map will look less empty when there are no trees nearby. It also gives a better vibe when in a forest.

- I can easily adjust their opacity ingame. The less light source the less shadows you will have (this is useful for time/weather effects but not mandatory).

Question 2: You'll do it when you have to define the passability of the map. You can have certain tiles that can only be accessible from one direction. You can also check the Z level of the player through common events and variables.

Question 3: For the above map, I used MA's Animated Parallax with 9 different frames that displayed at a speed of 15 frames per sec (You can do way less).

Question 4: You can use this: http://i.imgur.com/StkbB.png . Then replace with blank sheet once you're done.

Question 5: Upload to http://imgur.com/ then link here as a picture.
For Question 1: So I should erase the shadows from all of my trees that use, and apply a general tree shadow overlay in game? That would work, I guess, but I do really like having the shadows for the individual trees. Anybody else have any other ideas?

For Question 3: Thanks for the links for animating water.

I really like your map, btw. It's cool that your character can swim!

EDIT: Here is a picture of part of my large forest map. As you can see, the tree shadows are screwed up :(

 
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Kyuukon

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Question 1: Like I said, it all comes to your own design choice :) Every one of them have their advantages/disadvantages.

If you want to keep those shadows, I think yes, you'll have to cut them out and somehow mix them with the shadow overlay you're using. This will look weird because when your characters passes by a tree you'll see the tree's outline :S

Question 3: Alternatively, you can just implement a parallel process with a 'Loop' to swap pictures of the animated areas.

And I'm glad you like it xD!
 

Engr. Adiktuzmiko

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yes of course, you can use B-E for passability if needed... Doesn't A tiles have the 4-direction passability?

Anybody else have any other ideas?
My idea of having the shadows on only one layer... So either top or bottom, depending on how it should work...
 
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grem333

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Rats. So I will have to go through my "tree overlay layer" and delete all of the shadows so they are only in the "tree base layer". That will take a long time, but I guess it's worth it in the end! :)

Thanks, guys!
 

Engr. Adiktuzmiko

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Personally, I'd do the other way around, put the shadows on the tree top overlay. So that the shadows will overlay on the player if he moves into the trees. Since if you put the shadow on the base layer, then the player would be above it. Which would be weird...
 
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grem333

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Personally, I'd do the other way around... So that the shadows will overlay on the player if he moves into the trees...
Oh, right! That makes more sense haha. Thanks!
 

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