This was inspired by a game i played in VX sometime back, it had 3D Panorama areas that you could freely walk around. This tutorial contains some large screenshots and alot of information...
What i am trying to achieve in this tutorial:We want the player to be able to walk around in a 3d panorama forest, collect a treasure chest and talk with a npc while on this map.
Step 1: Getting the Panorama If you search "Cliff face" in google images, you are going to get a lot of bullcrap, probably internet memes or some other random crap. in this case, i got a battleback from rpgmakervx.net. Let's first setup our map.
Setting up the map! Now you must simply set the panorama, make sure that it doesn't repeat, as this will make the map look utterly dumb and ruin it. Here i have provided a screenshot, you don't have to set it up exactly like this, but you need to use the panorama and show it in the editor for optimal usefulness. Remember this is just a background, you cannot move around it. Not just yet. You now want to set the transparent tile in TileA to "Walkable" and have a blank event copied. This my friends, is where it gets confusing, infuriating and time consuming. 3D TIME!! The screenshot explains this, but i shall go over it in more detail in PM If you want me to type it out. You can pretty much guess what i am going to do here.
The results! Well, what do you think? It's time i added the NPC and the treasure chest!
Without Treasure/Npc: With NPC:
Excuse the bad presentation of this, i'll clean it up when i have more time.
Anyone know where i could upload this for download? I want to make a demo >_<
Warning!:These screenshots are pretty much full size RPGVX Windows! They Might stretch the page when you open a spoiler. It can't be helped. Just click on the screenshots if they show up small, the browser *should* open up a new tab and go onto imageshack with the full size image.
Isn't this just the same as Mode 7 to give the pseudo 3D appearance? This seems long and very difficult. On top of that you'd be required to stretch your image in such a way to give it that look. You'd have to import the image and consume valuable space. If you're creating a big game with large images, you're going to be facing a very large file size.
Although I think I know what you are trying to explain, it hasn't been written particularly well. This is a tutorial so there shouldn't be a need for somebody to PM you for help. Also, why does one of your images have a lot of empty events on them as well as one random empty event you've labelled prior to this? You didn't explain why they were included. I'm guessing they are they to represent the passable tile..?
Also, I should say it kills a lot of the 'realism' behind it. You cannot walk behind things such as trees as you are simply walking on a flat image.
Yeah, i used them to highlight the visable floor, i'd sort of recommend it. but you can use it with any backgrounds you want. As i said, i'm a little pressed for time right now so i am going to clean up this and write several more things into it.
Surely you have the time now as you've been posting on the forum after you posted this tutorial?
Regardless, this is a very time consuming method and will increase your game's file size exponentially. I seem to recall Mode 7 being available for VX which gives the exact same effect without the user being bogged down by drawing passable tiles. I'm sure the game you played had this as its feature.
As I said, all you do on this is walk on an image and thus cannot walk behind trees, plants, buildings etc. which actually destroys the 3D appearance.
Mode 7? never heard of it. Hmm, I like this though. It gives a alternate way of making "Psudeo" 3D areas without loading the game with scripts. Wouldn't mode 7 be the same? You'd still have to load the panoramas, wouldn't you?
As far as I recall, it alters the appearance of your game. It looks the exact same as your method however you still have the ability to go behind things. It's simply one script so nothing too major. No images/panoramas are needed.
I've never used it before so I don't fully know what is required but I'm sure that's all.
RM Skill: Undisclosed
Yeah, forst there/'s no point o angling or imaging a panormama to be angled if you're going to keep the map at the basic size and not have scrolling. Mode 7 allows smooth scrolling of a map in the same degrees as what you're trying to accomplish here, but also sets events and tiles up by just placing then, not by placing a panorama sheet, and then trying to invisibly code everything passsable...
This really isn't '3D" as it's not rendered by the engine, it was probably done in Photoshop and that's not the same thing. This is fine for Rm2k/3 as there is no 3D rendering at all, at least with VX you can get away with true Mode7.
A Decent and poorly written Tutorial I'd spose.
Xeilsoft - Follow your dreams to the very end..
Kits that I'm working on. [Unity3D 4.0] LTTP/Minish Cap - I don't have time for custom gfx like what the pze folks are doing but I will try and work on some enhanced LTTP graphics.
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