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deadbucko

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Hello, I'm currently making a RPG Maker 2003 game and had encountered a few problems, which I couldn't find a solution even after turning the LOOP scroll.

Screenshot (1097).png
A.................................................................................................................................B

I wanted the character go to the *right* side of the map ( B ) when they walk to the map of *left* side ( A ) , like a no ending path? It's not teleport because I wanted the transition to be seemless like walking in a void. (or character always in the middle of screen.)

Things I have tried:

1, the Loop horizontally/vertically in Map properties:

- Map move with the character, but houses in Parallax don't match tiles (red Xs)
Screenshot (1098).png

- Only half of the Parallax background is shown/end of walking.

Screenshot (1099).png

2, Scroll type > Both Loop:

- Parallax background wouldn't move.
+ No end of map

3, Both 1 and 2:

- X tiles won't match house
+ No end of map

Screenshot (1101).png

Auto scroll would move the parallax even if the character is standing still.

Is this possibile with the 2003 ver? Thank you in advance !
 

Andar

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I don't know the RM2K(3)'s, but the problems you describe have nothing to do with the engine itself.

They usually happen if the parallax background is of the wrong size for the effect you want.

The parallax is a rather complex movement function that is mostly based on the relative size of the parallax picture compared to the map size. For a good parallax effect, the parallax size has to be different from the map size, and the parallax picture has to loop (not neccessarily the map itself).

Unfortunately many people that try to use the parallax slot for a background map want to disable the parallax - that is why almost all tutorials about parallaxes tell you the sizes have to be identical (they have to b e if you want to disable the effect you want to have).
Which also means it is difficult to search for tutorials describing how to use the parallax (as opposed to how to misuse the slot for a background map).
 

Dev_With_Coffee

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Hello, welcome, the panorama has to be a multiple of 16.
Multiply by the size of the map.
For example, if a map is 40x35 tiles, then the panorama will be 640x560 pixels
 

deadbucko

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Hello, welcome, the panorama has to be a multiple of 16.
Multiply by the size of the map.
For example, if a map is 40x35 tiles, then the panorama will be 640x560 pixels
Hello ! Thank you for replying, I have set the size correctly since the start.

Map size is 64x64, and the paranoma is 1024x1024.

Screenshot (1104).png
 

deadbucko

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For a good parallax effect, the parallax size has to be different from the map size, and the parallax picture has to loop (not neccessarily the map itself).

Thank you for the detailed reply ! Can I take it as there's no possible method for looping in this version?

As I only want the houses (parallax) to match the Xs (tiles) since the gray circle thingie isn't gonna shown. Meaning the final parallax is a plain white background with houses.

Screenshot (1106).png
 

Dev_With_Coffee

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I'm sorry, I didn't pay attention and ended up making a mistake in the explanation.
Sorry if my english seems confused.

@deadbucko
The only solution is to try to simulate the border of the map with a copy with the size of half of the side screen in all directions, and create an event that calculates the coordinates to transfer the player in the same direction but on the other side:
Paralax2k.png
The edges should be exact copies of the last 160px on the other side to create a sense of continuity.
That is, if the player reaches the limit, which is 9 horizontally, he is sent to position 73 and vice versa, the same must happen vertically.

modify map size to 84x84

Considering that the event in Parallel process should look like this:
Code:
@> Control Variables: [0010:Map ID] = Player's Map ID
@> Control Variables: [0011:CoordX-Player] = Player's X Coordinate
@> Control Variables: [0012:CoordY-Player] = Player's Y Coordinate
@> Conditional Branch: Variable [0011:CoordX-Player] < 10
  @> Control Variables: [0011:CoordX-Player] = 73
  @> Move to Variable Location: Variable [0010][0011][0012]
  @>
 : Branch End
@> Conditional Branch: Variable [0011:CoordX-Player] > 73
  @> Control Variables: [0011:CoordX-Player] = 10
  @> Move to Variable Location: Variable [0010][0011][0012]
  @>
 : Branch End
@> Conditional Branch: Variable [0012:CoordY-Player] < 10
  @> Control Variables: [0012:CoordY-Player] = 73
  @> Move to Variable Location: Variable [0010][0011][0012]
  @>
 : Branch End
@> Conditional Branch: Variable [0012:CoordY-Player] > 73
  @> Control Variables: [0012:CoordY-Player] = 10
  @> Move to Variable Location: Variable [0010][0011][0012]
  @>
 : Branch End
@> Wait: 0.0 seconds

When entering this map you must also change the transition style, Hide to Instantaneous and Show to Cut in:
Code:
@> Change Screen Transition: Transfer (Hide), Instantaneous
@> Change Screen Transition: Transfer (Show), Cut In

The hardest part will be editing the image, there are quick commands to do in Photoshop or even in Paint.NET, but I don't remember, I did it in MS Paint native to Windows 8.1

If you have difficulties recreating the event, let me know and I'll send you the map.
If you have difficulties editing the image, you can send it to me and I'll prepare it for you
 
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deadbucko

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I'm sorry, I didn't pay attention and ended up making a mistake in the explanation.
Sorry if my english seems confused.

@deadbucko
The only solution is to try to simulate the border of the map with a copy with the size of half of the side screen in all directions, and create an event that calculates the coordinates to transfer the player in the same direction but on the other side:
View attachment 257462
The edges should be exact copies of the last 160px on the other side to create a sense of continuity.
That is, if the player reaches the limit, which is 9 horizontally, he is sent to position 73 and vice versa, the same must happen vertically.

modify map size to 84x84

Considering that the event in Parallel process should look like this:
Code:
@> Control Variables: [0010:Map ID] = Player's Map ID
@> Control Variables: [0011:CoordX-Player] = Player's X Coordinate
@> Control Variables: [0012:CoordY-Player] = Player's Y Coordinate
@> Conditional Branch: Variable [0011:CoordX-Player] < 10
  @> Control Variables: [0011:CoordX-Player] = 73
  @> Move to Variable Location: Variable [0010][0011][0012]
  @>
 : Branch End
@> Conditional Branch: Variable [0011:CoordX-Player] > 73
  @> Control Variables: [0011:CoordX-Player] = 10
  @> Move to Variable Location: Variable [0010][0011][0012]
  @>
 : Branch End
@> Conditional Branch: Variable [0012:CoordY-Player] < 10
  @> Control Variables: [0012:CoordY-Player] = 73
  @> Move to Variable Location: Variable [0010][0011][0012]
  @>
 : Branch End
@> Conditional Branch: Variable [0012:CoordY-Player] > 73
  @> Control Variables: [0012:CoordY-Player] = 10
  @> Move to Variable Location: Variable [0010][0011][0012]
  @>
 : Branch End
@> Wait: 0.0 seconds

When entering this map you must also change the transition style, Hide to Instantaneous and Show to Cut in:
Code:
@> Change Screen Transition: Transfer (Hide), Instantaneous
@> Change Screen Transition: Transfer (Show), Cut In

The hardest part will be editing the image, there are quick commands to do in Photoshop or even in Paint.NET, but I don't remember, I did it in MS Paint native to Windows 8.1

If you have difficulties recreating the event, let me know and I'll send you the map.
If you have difficulties editing the image, you can send it to me and I'll prepare it for you
Aaah thank you very much for the guide ! I followed step-by-step and it worked wonderfully !! I was wondering if I should put teleport events at every border tile T__T

Thank you again, kind Dev_with_Coffee ! !
 

Dev_With_Coffee

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I was wondering if I should put teleport events at every border tile T__T
But the parallel process event already does all the work just by reading the coordinates.
By the way, place the event in parallel process in the 0x0 position of the map.
 

slimmmeiske2

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
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