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.