Group: Member
Posts: 3
Type: None
RM Skill: Undisclosed
Hey community, my first post in this forum =) (yes i'm new here... and i'm german XD) I think all of you know such a situation... You a limited by the Tileset limit of the vx.. and you cant't handle one of the changers or they dont work... I found a way to get around this problem... I made a script, what allows you to make parallax maps without annoying event placing for impassable tiles... Just create a raw bitmap which reads the tiles... so you are free in creating maps... the existing tiles b-e can be used for the overhead-tiles or you can make events for them... so you save space and dont have to cut your tilesets...
Script
Script
CODE
#------------------------------------------------------------------------------- # # Para Maps # code by HamsterHai aka. Sartekk aka. Protekk # Released 24.1.2011 # version 1.0 # # don't claim as your own! # only with Credits! # # Sorry for bad english :S #------------------------------------------------------------------------------- #------------------------------------------------------------------------------- =begin * How To
1.- Create a Folder named "Raw_Maps" in your project's Graphics-folder - Erstelle einen Ordner namens "Raw_Maps" im Graphics-Ordner deines Projekts
2.- Draw a map you want and save it in your Parallax folder - Male eine Map und speicher sie im Parallax-Ordner
3.- You can use the tiles B-E for your head-tiles which are over the characters - Die Tiles B-E können für die Tiles verwendet werden, unter denen der Charakter durchgeht
4.- Use the Parallax file to fill all impassable tiles black(32x32) in a graphic programm. Save the changed bitmap as sameFilename"_RAW" in the Raw_Maps folder - Benutze die Parallax-Datei, um alle nicht passierbaren Tiles mit einem schwarzen Quadrat(32x32) zu markieren. Speichere die geänderte Datei als selber_name"_RAW" in den Raw_Maps-Ordner
5.- Add the overhead-tiles like normal mapping - Füge die Über-Kopf-Tiles wie beim normalen mappen ein
6.- Add the Map-ID in the List below - Füge die Map-ID in die untere Liste ein
~ You can see an example in the project folder ~ Ein Beispiel ist im Projektordner enthalten
=end
module Para_Map
# Maps, which allow Para Mapping Map_List = [1]
def self.impassable return Color.new(0,0,0) end
def self.passable return Color.new(255,255,255) end
def self.uses_map?(id) return true if Map_List.include?(id) return false end end
module Cache def self.map(name) load_bitmap("Graphics/RAW_Maps/",name) end end
class Game_Map attr_accessor :raw_sprite
alias raw_sprite_init setup_parallax def setup_parallax raw_sprite_init if Para_Map.uses_map?(@map_id) and @parallax_name != nil create_raw_sprite end end
def create_raw_sprite if @raw_sprite != nil @raw_sprite.bitmap.dispose @raw_sprite.bitmap = nil @raw_sprite = nil end @raw_sprite = Sprite.new @raw_sprite.z = -100000 @raw_sprite.bitmap = Cache.map(@parallax_name+"_RAW") end
alias raw_passability passable? def passable?(x, y, flag = 0x01) if Para_Map.uses_map?(@map_id) and @parallax_name != nil and @raw_sprite != nil return false if @raw_sprite.bitmap.get_pixel(x*32,y*32) == Para_Map.impassable return true if @raw_sprite.bitmap.get_pixel(x*32,y*32) == Para_Map.passable else raw_passability(x, y, flag = 0x01) end end end
Group: +Gold Member
Posts: 4,136
Type: Scripter
RM Skill: Undisclosed
I don't know where you heard that tileset changers don't work - I mean, everybody uses SwapXT and it works pretty good. That said, Parallax mapping can be interesting for breaking the grid so it's a good idea.
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FRACTURE - a SMT inspired game (demo) made by Rhyme, Karsuman and me. Weep and ragequit.
Quick question: is this a better way to map then compared to using the SwapXT script? Meaning, is it faster for the game to load this scrip-mapping, or faster using the SwapXT?
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Group: Member
Posts: 3
Type: None
RM Skill: Undisclosed
@xeyla haven't tested wether SwapXT is faster than paralaxx mapping, so sry but don't know...
@Kread-EX Don't think everyone is using SwapXT, so for those who do not use it, i wanted to present an other way... and yeah I have heard of not working changer from some friends of mine... You don't have to use it if you think SwackXT is better, but i thought Parallax mapping is also a good choice to break the grid
I'm having a problem. I read the instructions and made raws for each para map and put them in the list but I cannot move on the para maps at all and I did the raw right. I am using the newst version of the Vampyer ABS.
This post has been edited by Pinky: Feb 5 2011, 02:21 PM