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> Para Maps
XAntaresX
post Jan 24 2011, 08:32 AM
Post #1



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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


Demo
Mediafire ~ Para Maps

Screenshots
Screens are not necessary wink.gif

post bugs and errors here

mfg antares

And sorry for bad english... i'm german but wanted to share my script with you... wink.gif
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Kread-EX
post Jan 24 2011, 11:24 AM
Post #2


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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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press336
post Jan 24 2011, 04:00 PM
Post #3


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Pretty Sweet!! definitely out of the box so to speak! wink.gif Nicceeee!! Breaking the grid is correct!! good stuff!!


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Xeyla
post Jan 26 2011, 11:28 AM
Post #4


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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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XAntaresX
post Jan 28 2011, 04:25 AM
Post #5



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@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 wink.gif
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Philip
post Feb 2 2011, 08:35 PM
Post #6


Nura (The Jade Ring)
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Honestly I've been thinking about doing this for quite a while now! Great script I'll definitly see if it works for my up and coming game.


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Pinky
post Feb 5 2011, 02:20 PM
Post #7


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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
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MagitekElite
post Feb 5 2011, 06:01 PM
Post #8


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This sounds awesome! :3

When my time clears up tonight, I'm gonna try it! biggrin.gif

Great job!


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