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forcebreaker

Parallax Tutorial Needed.

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Im looking for a tutorial on Parallax Mapping in VXACE, ive found alot of them (including a script thats needed for it to work) for VX but the script wont work with VXACE, will it? Anyway, i need help with this on VXACE. I link to one would be much appreciated. Thanks. :)

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Wait, are you sure you would need a script for parallax mapping to work? I though you just made the map as an image, then make it a panorama and import it. Then set the map's background to the panorama and make the map the same size as the image.

 

I could be wrong though, I've never done it before. Post the script, so I (or someone else) can take a look. It may be easy to port, or, it might even be compatible.

 

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actually, i just had an idea....but im not sure it will work. Anyway,...

 

@amerkevicius- Thank you for all the links :D

 

@Kallessdee- I will be sure to post anything i find. :D

 

ttyl

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Iam using this , and it works like a charm

 

 

#==============================================================================
#
# ▼ Yami Script Ace - Overlay Mapping
# -- Last Updated: 2011.12.29
# -- Level: Easy
# -- Requires: n/a
# -- Credit: Hanzo Kimura for Original Script
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YSA-OverlayMapping"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.29 - Bugfix for transfer.
# 2011.12.10 - Started and Finished Script.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script based on Hanzo Kimura's idea. This will automatically load map's
# overlay by map ID, and a map can have more than one image per layer, so you
# don't have to create two or more map just for day/night or when an event occur.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Create a folder in Graphics and name it Overlay.
# Put all of your overlay into Graphics/Overlay.
# Your overlay file will have the name: "Filename Prefix" + Map-ID + "-" + Number
# which "Filename Prefix" is the one you will config below
# Map-ID is your map's ID
# Number is 1, 2, 3, ... using for Overlay Variables.
#
# Example: Graphics/Overlay/ground2-1.png
# Which means this will be ground layer, for map 2, variable = 1
#
# Light/Shadow must be .jpg
# Parallax/Ground must be .png
#
#==============================================================================
module YSA
 module OVERLAY
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Overlay Switches -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These are switches which are enable overlay layers. Turn them on to show
# them in your maps.
#--------------------------------------------------------------------------
# Default: ON
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
LIGHT_SWITCH = 1		# Turn on/off light layer
SHADOW_SWITCH = 2	   # Turn on/off shadow layer
PARALLAX_SWITCH = 3	 # Turn on/off parallax layer
GROUND_SWITCH = 4	   # Turn on/off ground layer
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Overlay Variables -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# A map can have more than one image per layer, that means you can have a
# different light/shadow for day and night, or have a different ground when
# an event occured.
#--------------------------------------------------------------------------
# Default: 1
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
LIGHT_VARIABLE = 2	  # Switch to another light
SHADOW_VARIABLE = 2	 # Switch to another shadow
PARALLAX_VARIABLE = 1   # Switch to another parallax
GROUND_VARIABLE = 1	 # Switch to another ground

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Filename Prefix -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This will make this script automatic, it will check if there are layers in
# overlay folder
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
LIGHT = "light"		 # Light layer's filename prefix
SHADOW = "shadow"	   # Shadow layer's filename prefix
PARALLAX = "par"		# Parallax layer's filename prefix
GROUND = "ground"	   # Ground layer's filename prefix

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Overlay Opacity -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This will make this script automatic, it will check if there are layers in
# overlay folder
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
GROUND_OPACITY = 255
PARALLAX_OPACITY = 255
LIGHT_OPACITY = 128
SHADOW_OPACITY = 96
 end #OVERLAY
end # YSA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
#==============================================================================
# ■ Cache
#==============================================================================
module Cache

 #--------------------------------------------------------------------------
 # new method: overlay
 #--------------------------------------------------------------------------
 def self.overlay(filename)
load_bitmap("Graphics/Overlay/", filename)
 end

end # Cache
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager

 #--------------------------------------------------------------------------
 # alias method: setup_new_game
 #--------------------------------------------------------------------------
 class <<self; alias ovm_setup_new_game setup_new_game; end
 def self.setup_new_game
ovm_setup_new_game
setup_overlay_mapping
 end

 #--------------------------------------------------------------------------
 # new method: setup_overlay_mapping
 #--------------------------------------------------------------------------
 def self.setup_overlay_mapping
# Control switches
$game_switches[YSA::OVERLAY::LIGHT_SWITCH] = true
$game_switches[YSA::OVERLAY::SHADOW_SWITCH] = true
$game_switches[YSA::OVERLAY::GROUND_SWITCH] = true
$game_switches[YSA::OVERLAY::PARALLAX_SWITCH] = true

# Control variables
$game_variables[YSA::OVERLAY::LIGHT_VARIABLE] = 1
$game_variables[YSA::OVERLAY::SHADOW_VARIABLE] = 1
$game_variables[YSA::OVERLAY::GROUND_VARIABLE] = 1
$game_variables[YSA::OVERLAY::PARALLAX_VARIABLE] = 1
 end

end # DataManager
#==============================================================================
# ■ Spriteset_Map
#==============================================================================
class Spriteset_Map

 #--------------------------------------------------------------------------
 # alias method: initialize
 #--------------------------------------------------------------------------
 alias overlay_initialize initialize
 def initialize
overlay_initialize
create_overlay_map
update
 end

 #--------------------------------------------------------------------------
 # new method: check_file
 #--------------------------------------------------------------------------
 def check_file(type)
filename = "Graphics/Overlay/"
filename += YSA::OVERLAY::GROUND if type == "ground"
filename += YSA::OVERLAY::LIGHT if type == "light"
filename += YSA::OVERLAY::SHADOW if type == "shadow"
filename += YSA::OVERLAY::PARALLAX if type == "par"
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA::OVERLAY::GROUND_VARIABLE].to_s if type == "ground"
filename += "-" + $game_variables[YSA::OVERLAY::LIGHT_VARIABLE].to_s if type == "light"
filename += "-" + $game_variables[YSA::OVERLAY::SHADOW_VARIABLE].to_s if type == "shadow"
filename += "-" + $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE].to_s if type == "par"
filename += ".jpg" if type == "light" || type == "shadow"
filename += ".png" if type == "par" || type == "ground"
return FileTest.exist?(filename)
 end

 #--------------------------------------------------------------------------
 # new method: create_overlay_map
 #--------------------------------------------------------------------------
 def create_overlay_map
w = Graphics.width
h = Graphics.height
@current_light = 0
@current_shadow = 0
@current_par = 0
@current_ground = 0
# Ground Layer
@ground = Sprite.new(@viewport1)
@ground.z = 1
@ground.opacity = YSA::OVERLAY::GROUND_OPACITY
# Light Layer
@light_viewport = Viewport.new(0, 0, w, h)
@light_viewport.z = 10
@light = Sprite.new(@light_viewport)
@light.opacity = YSA::OVERLAY::LIGHT_OPACITY
@light.blend_type = 1
# Shadow Layer
@shadow_viewport = Viewport.new(0, 0, w, h)
@shadow_viewport.z = 9
@shadow = Sprite.new(@shadow_viewport)
@shadow.opacity = YSA::OVERLAY::SHADOW_OPACITY
@shadow.blend_type = 2
# Parallax Layer
@par_viewport = Viewport.new(0, 0, w, h)
@par_viewport.z = 8
@par = Sprite.new(@par_viewport)
@par.opacity = YSA::OVERLAY::PARALLAX_OPACITY
 end

 #--------------------------------------------------------------------------
 # alias method: dispose_parallax
 #--------------------------------------------------------------------------
 alias overlay_dispose_parallax dispose_parallax
 def dispose_parallax
overlay_dispose_parallax
dispose_overlay_map
 end

 #--------------------------------------------------------------------------
 # new method: dispose_overlay_map
 #--------------------------------------------------------------------------
 def dispose_overlay_map
@ground.dispose
@shadow_viewport.dispose
@light_viewport.dispose
@light.dispose
@shadow.dispose
@par_viewport.dispose
@par.dispose
 end

 #--------------------------------------------------------------------------
 # alias method: update_parallax
 #--------------------------------------------------------------------------
 alias overlay_update_parallax update_parallax
 def update_parallax
overlay_update_parallax
# Parallax
if @ground != nil
  if check_file("ground")
	@ground.visible = $game_switches[YSA::OVERLAY::GROUND_SWITCH] if @ground.visible != $game_switches[YSA::OVERLAY::GROUND_SWITCH]
	@ground.ox = $game_map.display_x * 32 if @ground.ox != $game_map.display_x * 32
	@ground.oy = $game_map.display_y * 32 if @ground.oy != $game_map.display_y * 32
	@ground.tone = $game_map.screen.tone
	if @current_ground != $game_variables[YSA::OVERLAY::GROUND_VARIABLE]
	  filename = YSA::OVERLAY::GROUND
	  filename += $game_map.map_id.to_s
	  filename += "-" + $game_variables[YSA::OVERLAY::GROUND_VARIABLE].to_s
	  @ground.bitmap = Cache.overlay(filename)
	  @current_ground = $game_variables[YSA::OVERLAY::GROUND_VARIABLE]
	end
  else
	@ground.visible = false
  end
end
# Light
if @light != nil && @light_viewport != nil
  if check_file("light")
	@light.visible = $game_switches[YSA::OVERLAY::LIGHT_SWITCH] if @light.visible != $game_switches[YSA::OVERLAY::LIGHT_SWITCH]
	@light.ox = $game_map.display_x * 32 if @light.ox != $game_map.display_x * 32
	@light.oy = $game_map.display_y * 32 if @light.oy != $game_map.display_y * 32
	@light.tone = $game_map.screen.tone
	@light_viewport.ox = $game_map.screen.shake
	@light_viewport.color = $game_map.screen.flash_color
	if @current_light != $game_variables[YSA::OVERLAY::LIGHT_VARIABLE]
	  filename = YSA::OVERLAY::LIGHT
	  filename += $game_map.map_id.to_s
	  filename += "-" + $game_variables[YSA::OVERLAY::LIGHT_VARIABLE].to_s
	  @light.bitmap = Cache.overlay(filename)
	  @current_light = $game_variables[YSA::OVERLAY::LIGHT_VARIABLE]
	end
  else
	@light.visible = false
  end  
end
# Shadow
if @shadow != nil && @shadow_viewport != nil
  if check_file("shadow")
	@shadow.visible = $game_switches[YSA::OVERLAY::SHADOW_SWITCH] if @shadow.visible != $game_switches[YSA::OVERLAY::SHADOW_SWITCH]
	@shadow.ox = $game_map.display_x * 32 if @shadow.ox != $game_map.display_x * 32
	@shadow.oy = $game_map.display_y * 32 if @shadow.oy != $game_map.display_y * 32
	@shadow.tone = $game_map.screen.tone
	@shadow_viewport.ox = $game_map.screen.shake
	@shadow_viewport.color = $game_map.screen.flash_color
	if @current_shadow != $game_variables[YSA::OVERLAY::SHADOW_VARIABLE]
	  filename = YSA::OVERLAY::SHADOW
	  filename += $game_map.map_id.to_s
	  filename += "-" + $game_variables[YSA::OVERLAY::SHADOW_VARIABLE].to_s
	  @shadow.bitmap = Cache.overlay(filename)
	  @current_shadow = $game_variables[YSA::OVERLAY::SHADOW_VARIABLE]
	end
  else
	@shadow.visible = false
  end
end
# Parallax
if @par != nil && @par_viewport != nil
  if check_file("par")
	@par.visible = $game_switches[YSA::OVERLAY::PARALLAX_SWITCH] if @par.visible != $game_switches[YSA::OVERLAY::PARALLAX_SWITCH]
	@par.ox = $game_map.display_x * 32 if @par.ox != $game_map.display_x * 32
	@par.oy = $game_map.display_y * 32 if @par.oy != $game_map.display_y * 32
	@par.tone = $game_map.screen.tone
	@par_viewport.ox = $game_map.screen.shake
	@par_viewport.color = $game_map.screen.flash_color
	if @current_par != $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE]
	  filename = YSA::OVERLAY::PARALLAX
	  filename += $game_map.map_id.to_s
	  filename += "-" + $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE].to_s
	  @par.bitmap = Cache.overlay(filename)
	  @current_par = $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE]
	end
  else
	@par.visible = false
  end
end
 end

end # Spriteset_Map
#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map < Scene_Base

 #--------------------------------------------------------------------------
 # alias method: post_transfer
 #--------------------------------------------------------------------------
 alias overlay_post_transfer post_transfer
 def post_transfer
@spriteset.dispose_overlay_map
@spriteset.create_overlay_map
@spriteset.update
overlay_post_transfer
 end
end # Scene_Map
#==============================================================================
#
# ▼ End of File
#
#==============================================================================

 

Edited by Kevin.ds

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