People have been getting around this issue by making the picture larger than the actual screensize. So they make a picture that is twice the size that you see on screen, so that when the player walks to the edge of a map, the picture still follows.
Is this in VX? I tried it in Ace and the picture is anchored to the offset that you set it at.
I'm using a screen size of 544x416 with a picture that's 1088x832
I guess I am a bit confused about whether we are adding a new capability here, or smoothing out an old one?
I mean, with "fogs" and "pictures" and "parallaxes" we have had images both over and under the player. They move in various ways, either with the player or with the map (which we call fixed, as in fixed to the map movement.)
I have seen games in which completely hand drawn backgrounds (like, line drawn images line a coloring book) were the roads and scenery. I have seen games in which the overhead mapping elements were pictures. Where fogs added sunlight or "flashlights" as you are saying.
And you are saying the "step further" is turning on and off pictures.This is what OriginalWij's Multiple Parallaxed Layers for VX did - you could change opacity on each layer. He used it to have map areas concealed by a blackout that faded out when you entered the area.
I don't think it supported picture rotation or anything. And of course there are newer RPG Maker VX/Ace scripts that folks use for their parallax mapping....
I guess what I am asking is: Is this a new parallax mapping script? (an alternative- which is always great, of course) Or are we adding functions? Because I'm not understanding that part. Thanks! (It is early in the morning!) [=
Parallax mapping is an application of using anchored pictures (whether it used RPG Maker's event pictures or not). They can be used for decoration, animation, HUD's, and all sorts of other things that we have probably already seen before.
This isn't a new idea. What I'm doing here is re-visiting the idea of what it means to use a picture to show parts of your map, since over the past few months I've seen several requests involving showing or hiding or changing parts of the map but didn't see too many suggestions about using a picture or controlling a picture.
Looking around at a few parallax mapping options, I saw one factor that may have contributed to this: they were hardcoded for the most part. You had your "fog" layer or "sunlight" layer or "ground" layer, but those were your only options. And of course, you could control them. With a switch. Or a variable. Or maybe a script call.
These aren't limitations. There are good reasons why you might want to disable certain layers across all maps with a single switch.
There were some scripts that allowed you to have "unlimited layers" by using filenames for your images, which would be read by the engine and loaded up for the appropriate maps.
Granted, the only ones I've looked at are the ones that came up when I ran a search on "rpgmaker parallax mapping" which included Yami, originalWij, modern algebra, and Vindaca. It looks like Engr and Dekita both have their own image layers but those didn't come up, so I imagine there's more out there that I didn't see.
As for capabilities, what I'm adding is the ability to treat any picture in your game as an event picture. If it's already been done before, I'd like to see what kind of things other solutions provide.
For example, by changing properties over time, we can create animations without having to get into complicated scripting: