![]() ![]() ![]() Switch ID number for the switch that must be On for the alternative background music to be used instead of the default background music. The name of the map's default background music (Autoplay BGM) as found in the map properties. (Later in list takes precedence if the same default music is used multiple times.) A list of alternative background musics to be used when certain switches are on. Choose which maps will have special rules applied for this parallax alternative. Other options include affecting all maps except certain selected maps, or affecting only the selected maps. Select which maps will be affected by this parallax alternative. The name of the alternative parallax image to use when the switch is On. Switch ID number for the switch that must be On for the alternative parallax to be used instead of the default parallax. The name of the parallax image, as listed in the map's Parallax Background image selection. (Later in list takes precedence if the same default parallax is used multiple times.) A list of alternative parallaxes to be used when certain switches are on. Plugin parameters, their arguments, and short explanations: Load the location of scrolling of the parallax, from the most recently saved parallax location. (Parallax background must exist, and map must be using the Loop Horizontally and/or Loop Vertically feature with a scroll value other than 0, in order for this plugin command to do anything.) This is not included in player save files. Save the current location of scrolling of the parallax. Plugin commands, their arguments, and short explanations: Perhaps if the villainous Storm King was stopped the Land of the Sky would return to normal… Help Documentation Map Properties Plugin v1.0 The new parallax backgrounds will stay in effect forever on the player’s game unless the switch is turned off. Other maps specified in the Plugin Parameters (7, 10, & 11) were also affected by parallax background change. This makes for smoother transitions between similar maps. By saving a loading parallax positions, the parallax background will be in the same position on the new map that it was right before the player left the old map. Without this plugin, when the player goes to the next map, the parallax background will jump back to the default position. This is useful for transferring between maps that (1) use the same parallax background and (2) have the parallax background scroll. I recommend you place this plugin toward the bottom of your plugin list, so it has high priority.Įxample 1: Saving and Loading Parallax Positions.Use the Plugin Manager to add and activate the plugin. Open your project in RPG Maker MZ, then go to the Tools menu and select Plugin Manager.Place the file in your project’s “js” folder, within the “plugins” folder. Make sure the unzipped file is named Tyruswoo_MapProperties.js and is saved as a.Then fill in with the passable and impassable transparent tiles respectivelyįor parts of the map that are over the character, can use ‘Show image’ and Modern algebra’s fixed picture script.įinished! now add events and be sure to test things and tweak them! (a lot of testing. Use placeholders to fill in the general passable and impassable parts so you don’t get confused. and (optional) some placeholder tiles too to keep track of them. Make a tileset with two transparent tiles, one that is passable and another one unpassable. I use this script: Yanfly Parallax Lock for locking the parallax to the tiles (this is important so that you characters dont end up floating above the maps) *EDIT: the script you should use is ‘tile lock parallax’ not 'full lock parallax’ In the editor, set it as the parallax background of your map. Once the sketch is done, finish it however style you like Also, you can use the sprites like a paper doll to imagine how things will look in the game :D Keep in mind which parts will go over the character and where they will walk. And I draw the furniture on different layers to make it easier to move things around. I make sure the furniture and stuff is in the grid. So it is good to have a reference when you draw to keep the proportions in line. Then I sketch the layout of the map.įrom the sketch it looks way too big compared to the sprite. Hello anon, thank you for waiting so long for my reply! Sorry for the late reply! I was quite busy lately but I hope this will be useful_(:3/ < )_ I am not good at making tutorials so I’ll just explain my general process for parallax maps here however there’s plenty of other ways to do it tooįirst I get a grid that matches the tile size of the engine you are using (I am using Rpg maker VX Ace so it is 32 x 32 pixels), and sprites of the main character for reference. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |