RPG Maker VX Ace

RPG Maker VX Ace

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temeref Aug 16, 2014 @ 3:44pm
how would i go about using a large picture as a tileset?
Sorry about that title..

I'm looking for a way to create a map out of a stationary picture -- like you can see here https://www.youtube.com/watch?v=B0ZyGrePy5E at 1:28. Any help would be appreciated.

Thanks!
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Showing 1-12 of 12 comments
Phelan Aug 18, 2014 @ 1:49am 
Image is simply used as a background.
temeref Aug 20, 2014 @ 2:22am 
I'm assuming that by background you mean parallax? When I tried that, it was impossible to add collision for walls and what not since the background moved at a different pace than my character.
Hajami Aug 20, 2014 @ 2:28am 
Your Background need to have the Correct Sice in Pixels
(for example a Parallax for a 20x15 Map needs a Parallax of 640x480 Pixels)
Since Ace you need also a Parallax Fix To Map Script, because they made that the parallax scrolls even when it has the correct size. In standard VX you just needed to Import the Correct sized Parallax Image.
temeref Aug 20, 2014 @ 6:36pm 
I'm not sure where to find a script like that.

Also, is there a place where I can find the specifications for parallax mapping? I'm assuming I'd just be able to multiply the number you gave me to get a bigger map, but I'd like to be able to make different resolution maps, too - for things like long hallways.
Tommy Gun Aug 20, 2014 @ 9:36pm 
Look for a parallax lock script, or an "overlay" script, etc. There are a lot of them.

A simple way to create different sizes is to use Hime's "map screenshot" script. Make your map however big you want, then take a screenshot and it will export the exact size of it. Otherwise, just multiply the numbers yourself -- each tile is 32px by 32px.
Hajami Aug 21, 2014 @ 4:22am 
Yanfly got one easy to use. (Stay away from those Overlay Scripts until you are an Artist who realy want to create some "Beauti Smurf" Stuff. For Beginners you just need a Parallax Fix Script and one for some Pictures.

(Awfull that Spoilers or CodePasting are not Working in Steam Forums)


#==============================================================================
#
# ▼ Yanfly Engine Ace - Parallax Lock v1.00
# -- Last Updated: 2012.02.19
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================

$imported = {} if $imported.nil?
$imported["YEA-ParallaxLock"] = true

#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.02.19 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script gives developers the ability to lock a map's parallax and cause
# it to not scroll by either vertically, horizontally, or both. Furthermore,
# this script also enables tile locking the map parallax, allowing the parallax
# to only move in conjunction with the player.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Map Notetags - These notetags go in the map notebox in a map's properties.
# -----------------------------------------------------------------------------
# <lock parallax x>
# This prevents the map's parallax from scrolling horizontally.
#
# <lock parallax y>
# This prevents the map's parallax from scrolling vertically.
#
# <full lock parallax>
# This prevents the map's parallax from scrolling at all.
#
# <tile lock parallax>
# This causes the map's parallax to be locked to tiles and scrolls with them.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
# ▼ 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.
#==============================================================================

module YEA
module REGEXP
module MAP

LOCK_PARALLAX_X = /<(?:LOCK_PARALLAX_X|lock parallax x)>/i
LOCK_PARALLAX_Y = /<(?:LOCK_PARALLAX_Y|lock parallax y)>/i
FULL_LOCK_PARALLAX = /<(?:FULL_LOCK_PARALLAX|full lock parallax)>/i
TILE_LOCK_PARALLAX = /<(?:TILE_LOCK_PARALLAX|tile lock parallax)>/i

end # MAP
end # REGEXP
end # YEA

#==============================================================================
# ■ RPG::Map
#==============================================================================

class RPG::Map

#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :parallax_lock_x
attr_accessor :parallax_lock_y
attr_accessor :parallax_tile_lock

#--------------------------------------------------------------------------
# common cache: load_notetags_paralock
#--------------------------------------------------------------------------
def load_notetags_paralock
@parallax_lock_x = false
@parallax_lock_y = false
@parallax_tile_lock = false
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::MAP::LOCK_PARALLAX_X
@parallax_lock_x = true
@parallax_tile_lock = false
when YEA::REGEXP::MAP::LOCK_PARALLAX_Y
@parallax_lock_y = true
@parallax_tile_lock = false
when YEA::REGEXP::MAP::FULL_LOCK_PARALLAX
@parallax_lock_x = true
@parallax_lock_y = true
@parallax_tile_lock = false
when YEA::REGEXP::MAP::TILE_LOCK_PARALLAX
@parallax_lock_x = false
@parallax_lock_y = false
@parallax_tile_lock = true
#---
end
} # self.note.split
#---
end

end # RPG::Map

#==============================================================================
# ■ Game_Map
#==============================================================================

class Game_Map

#--------------------------------------------------------------------------
# alias method: setup
#--------------------------------------------------------------------------
alias game_map_setup_parallax_paralock setup_parallax
def setup_parallax
@map.load_notetags_paralock
game_map_setup_parallax_paralock
end

#--------------------------------------------------------------------------
# new method: parallax_lock_x?
#--------------------------------------------------------------------------
def parallax_lock_x?
return @map.parallax_lock_x
end

#--------------------------------------------------------------------------
# new method: parallax_lock_y?
#--------------------------------------------------------------------------
def parallax_lock_y?
return @map.parallax_lock_y
end

#--------------------------------------------------------------------------
# new method: parallax_tile_lock?
#--------------------------------------------------------------------------
def parallax_tile_lock?
return @map.parallax_tile_lock
end

#--------------------------------------------------------------------------
# alias method: parallax_ox
#--------------------------------------------------------------------------
alias game_map_parallax_ox_paralock parallax_ox
def parallax_ox(bitmap)
return 0 if parallax_lock_x?
return @display_x * 32 if parallax_tile_lock?
return game_map_parallax_ox_paralock(bitmap)
end

#--------------------------------------------------------------------------
# alias method: parallax_oy
#--------------------------------------------------------------------------
alias game_map_parallax_oy_paralock parallax_oy
def parallax_oy(bitmap)
return 0 if parallax_lock_y?
return @display_y * 32 if parallax_tile_lock?
return game_map_parallax_oy_paralock(bitmap)
end

end # Game_Map

#==============================================================================
#
# ▼ End of File
#
#==============================================================================
Last edited by Hajami; Aug 21, 2014 @ 4:24am
temeref Aug 27, 2014 @ 3:56am 
That script worked perfectly, thank you.

I have one other question, though -- how would I go about adding collision? I'm assuming I can just do something via the tilesets but I'm not sure how.
Hajami Aug 27, 2014 @ 4:25am 
Realy? Look at the Database under Tilesets, there you can handle that.
Just use some Transparent/Empty Tiles for this, and map them over the Parallax Picture.
You can show the parallax in the Editor, select it in map properties.
Last edited by Hajami; Aug 27, 2014 @ 4:26am
temeref Aug 27, 2014 @ 9:09am 
I'm aware of how to view the parallax in the editor, but my problem is that I can't keep track of where I put the empty tiles. I watched a video on it and in said video they were using tiles with checkmarks and X's that only appeared in the editor. How would I go about doing something like that?
Hajami Aug 27, 2014 @ 9:21am 
You would select a Tileset with those Checkmarks and after you are finished you replace it with the invisible one that is ment for this map.
Last edited by Hajami; Aug 27, 2014 @ 9:21am
Tommy Gun Aug 27, 2014 @ 3:30pm 
I use two tilesets -- one with visible X's, and one with clear tiles. Then you can switch back and forth if you need to see them.
temeref Aug 28, 2014 @ 5:36am 
That's a neat trick. Thank you, Tommy -- I think I have everything covered now.
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Date Posted: Aug 16, 2014 @ 3:44pm
Posts: 12