
I can't see why there would be any visual discrepancies if the map looping was enabled on a fixed parallax background. Sounds like I need a plugin then.Although I really should say - the background is tiled flawlessly when Scroll Type is disabled. Thanks for the explanation! Well, unfortunately, if I make the Parallax Background the same size as the map, the game spends around a minute loading and then crashes. Is this a bug? Or is there a way around this? If it's the former, I'll report it on the Improvements board, however I'd love to know if anyone has any ideas. So in short, the Scroll Type setting makes a Fixed Parallax background scroll, overriding the exclamation mark setting described above. However, RMMV must get its wires crossed, as this setting also makes my Parallax background start scrolling with the player's movement - which naturally doesn't look right at all. This does work very well - the map loops correctly when I cross over the edge of the screen. To achieve this, I used the Scroll Type map setting and set it to Loop Both. I did this by adding an exclamation mark (!) to the start of my parallax background's file name, and it works perfectly.īeing a World Map, I also need the edges of the map to loop (like a real globe would work), so that the player doesn't run up against the edge of the screen. To do so, I used a Fixed Parallax background (this means that it doesn't scroll with the map). As auto-tiles have so few frames of animation in RMMV, I had to find a way around it for my water animation. I'm currently trying to set up a World Map. 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.I think this could be a bug, but my forum search didn't find anything so I thought I'd double check first. 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.
