Parallax question - What do you do when using large sprites?

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AlaiaVee

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Ok, so I've read several tutorials and looked at a few demos that use parallax scripts. From what I've seen, I really like the parallax mapping method. However, I do have one question, how do you handle when the sprites are larger than 32 pixels?

If the sprite is too tall, then the event will either walk underneath tree roots or over top of the trunks depending on what layer the parts of the tree is on. Either that, or you block off all passage based on the sprites height, which could get very restrictive. For example, with the standard 32 pixel sprite, you might only block passage to the base 32 pixels of a tree, so that the player can't walk on the base and see their sprite appear underneath it. If your sprite were lets say 96 pixels tall, then how would you handle it without blocking off passage on too much of the map?

I ask because I plan on using Mack-style sprites (44 pixels IIRC), but hey, maybe I'll want to throw in a really tall looking enemy/event like the Totem Pole of Doom! (it could happen) Anyway, I want these sprites to move around on either the 32 pixel grid or a pixel based movement system and not have to worry about their heads getting chopped off. I suppose with the 44 pixel sprites I could still pull it off with creative mapping (like shifting the base of things down 12 pixels), but any much taller than that and it will be very difficult without the passability getting restrictive (blocking off multiple squares of an object instead of one).

I've got a couple ideas kicking around in my head on how to address the problem, mainly taking inspiration from priorities you could set to tiles in XP. But it would probably require extensive scripting which I don't have the experience for yet. Before I go down that path I thought I'd ask to see if anyone else has dealt with the issue.
 

AlaiaVee

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Thanks Levi, I don't think Mobychan's script will help with parallaxes. I'll play around with it to be sure though.
 

mobychan

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My script may work, depending on what script you use for you paralax/where the images are drawn.

I just draw the character on another one of the standard "layers"(viewports) the maker has ^^
 

Celianna

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Unfortunately, you don't have much choice in this if you're going to parallax this. One way to do is it to cleverly place certain objects so that you cannot walk behind them if they're only impassable by one tile, and it would otherwise overlap the player. Or you could use events for certain things. But you should be able to get around it mostly by blocking it off with one tile; a tree base with the bottom blocked should be fine for tall sprites, and they can still walk behind it (that is, if you cut it off correctly for your overlap image).

Other than that, not much you can do. I don't recommend big character sprites with parallax maps.
 

AlaiaVee

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My script may work, depending on what script you use for you paralax/where the images are drawn.

I just draw the character on another one of the standard "layers"(viewports) the maker has ^^
Yep, looks like it does work. I just tested it with Yami's overlay mapping script. You just have to set the passability for the tile to a ☆. Of course, this means you have to get creative with using 4-dir passage on the tiles around the tree stumps that you would normally block with an 'X' (since you have to put a ☆ on them instead).

Maybe I'll see if the script can be modded to use RegionID instead, so that you could just paint the RegionID and still maintain the 'X' passability.

I expect there will still be some weirdness though, especially if you are walking between trees where the sprite should appear in front of one, but behind the other.
 
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Chaos17

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I made a couple of tests, I hope they will reassure you.







The charset worked fine just like a default charset would.

All you will need, imo, is to find tilesets suited for tall charsets but it won't be a problem if you use XP tilesets.

If a charset is taller than 64 pixels (so more than two squaque), the head will be cut off because above 64 pixels it's considered to be above the hero.
 
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d_a_renoir

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@Vee: I have a question. When you put the star passability setting on the parallax object, how do you know determine where the parallax object would be sitting on? I was using Yami's script and all i could see on the map screen is the base/bottom layer of the map. The overlays like trees and all that I cannot see. So how do I know which tile should I mark with the star?
 

Celianna

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d_a_renoir, please refrain from necro-posting in a thread. Necro-posting is posting in a thread that has not had posting activity in over 30 days. You can review our forum rules here. Thank you.

Also, please do not hijack someone else's thread. Make your own if you have a question to ask.
 
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