RPG Maker 2003

RPG Maker 2003

babytiny5 Mar 19, 2016 @ 6:19pm
Parallax minimum size?
Instead of making the background of the house interior a tile, I am going to make it a copy/paste textured parallax, but I am unsure of the minimum size. Having it as small as possible would be idea.
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Showing 1-15 of 15 comments
Caethyril Mar 20, 2016 @ 2:47am 
The screen is 320 by 240 pixels (20 by 15 tiles, each tile 16 by 16 pixels).

From the help file (under Material References > Resource Specification):
Background Graphics (Parallax)
Folder: Panorama
Image size: W 80~640 x H 80~480
1 image per file.
So the minimum parallax image size seems to be 80 by 80 pixels.

If you want to tile a texture as the background, try making an 80 by 80 texture and setting the "Loop Horizontally" and "Loop Vertically" options in the respective map's Map Properties window.
Last edited by Caethyril; Mar 20, 2016 @ 2:56am
babytiny5 Mar 20, 2016 @ 4:31am 
Thank you, yeah that's what I had planned. Instead of making a backround the same size, I just wanted to loop a texture.
babytiny5 Mar 20, 2016 @ 4:56am 
I have another issue here now, I totally forgot how to trigger an event only when the character is facing a certain direction (in this case, up). I remember being able to do this before but I totally forgot how.
Caethyril Mar 20, 2016 @ 5:10am 
Trigger the event as usual (Player Touch / Action Button / etc.), then use a Conditional Branch (3rd page of Event Commands, second column).

Pick the "Event" option, select "Player" and the direction you want to check for. If you ever want to check for the player (or some other event) NOT facing a direction, just use the "set handling when conditions do not apply" option. =)

Edit: Put the rest of the event inside the branch (e.g. "Text: You're facing up!"); if the player is not facing the required direction, the commands inside the branch will be skipped and the event "won't trigger".
Last edited by Caethyril; Mar 20, 2016 @ 5:39am
babytiny5 Mar 20, 2016 @ 5:39am 
Oh great, thank you. Much different to what I remember.
Caethyril Mar 20, 2016 @ 5:46am 
Originally posted by Oda:
Oh great, thank you. Much different to what I remember.
Happy to help! ^_^

If you were thinking something to do with event pages and the Conditions box on the left of the event window, that works slightly differently (more effectively, too), but as you can see is limited to switches, variables, etc. Your example could work that way if you had some other event constantly updating a variable with the direction that the player is facing, but that's a lot of unnecessary work in this case.
Anton Mar 20, 2016 @ 9:53am 
Conditionnal branches inside events are the way to go for quick verifications. don't forget to test every possible command and see what are the most useful for your needs.

Originally posted by Caethyril:
So the minimum parallax image size seems to be 80 by 80 pixels.
If you put by yourself a valid .png in the panorama folder, you can use any size you want. I successfully used a 1x1 image (that looped and covered the entire screen), and I believe that bigger images than 320x240 would work too.

And by the way, the "loop horizontally / vertically" only affects the scrolling of the image when the camera moves around. if the image is smaller than 320x240, it will loop by itself to cover the entire screen anyway.
Last edited by Anton; Mar 20, 2016 @ 10:24am
babytiny5 Mar 20, 2016 @ 11:27am 
Anton I tried uploading a 40x40 and it didn't seem to work, but perhaps I was in the wrong section of the resource manager when I was trying it at the time. I'll give it another go, but thanks for the loop info there, that's handy to know
Caethyril Mar 20, 2016 @ 12:31pm 
Originally posted by Anton:
If you put by yourself a valid .png in the panorama folder, you can use any size you want. I successfully used a 1x1 image (that looped and covered the entire screen), and I believe that bigger images than 320x240 would work too.

And by the way, the "loop horizontally / vertically" only affects the scrolling of the image when the camera moves around. if the image is smaller than 320x240, it will loop by itself to cover the entire screen anyway.
Didn't know any of that; thanks! =)

I assume the same goes for other resource types as well? Why does the Resource Manager have a limit in that case?

Originally posted by Oda:
Anton I tried uploading a 40x40 and it didn't seem to work, but perhaps I was in the wrong section of the resource manager when I was trying it at the time.
I think Anton means browsing to your RM2003 project's Panorama folder using Explorer and copy+pasting the graphic in from there.
babytiny5 Mar 20, 2016 @ 12:53pm 
Ah I see now, makes sense!
babytiny5 Mar 20, 2016 @ 1:56pm 
Yet another question, can't seem to figure it out myself, but I've got surprisingly far into the event I've never even tried before. Posting all questions here instead of making new threads.

Firstly, I am currently working on a side scrolling puzzle game, so facing down is non-existent but facing up is used to interact with objects and NPCs in the background (or in RPGM's case, below the player).

Now, I am trying to animate the player jumping from one lilypad to the next, a tile left and a tile up, using the Set Move Route line. It works well, but the character faces up when moving up, is there a way to temporarily disable directions until he lands? Ive tried animation off/on, but it didn't work.

Currently I have:

Through ON > Jump > Move up (during this section he turns to face the background) > Move left > land > Through OFF.

If it weren't for the facing up this would look perfect.
Caethyril Mar 20, 2016 @ 2:19pm 
Originally posted by Oda:
Firstly, I am currently working on a side scrolling puzzle game, so facing down is non-existent but facing up is used to interact with objects and NPCs in the background (or in RPGM's case, below the player).

Now, I am trying to animate the player jumping from one lilypad to the next, a tile left and a tile up, using the Set Move Route line. It works well, but the character faces up when moving up, is there a way to temporarily disable directions until he lands? Ive tried animation off/on, but it didn't work.

Currently I have:

Through ON > Jump > Move up (during this section he turns to face the background) > Move left > land > Through OFF.

If it weren't for the facing up this would look perfect.
Sounds interesting! Try using "Direction Fix":

Direction Fix ON > Through ON > Jump > Move Up > Move Left > Land > Through OFF > Direction Fix OFF
Last edited by Caethyril; Mar 20, 2016 @ 2:20pm
babytiny5 Mar 20, 2016 @ 2:23pm 
Ah that worked, thanks yet again. I'm not familar with that option, how exactly does it work? Does it prevent the player/NPC walking the set path to ignore impossible directions (such as entering a wall)?
Caethyril Mar 20, 2016 @ 2:32pm 
Originally posted by Oda:
Ah that worked, thanks yet again. I'm not familar with that option, how exactly does it work? Does it prevent the player/NPC walking the set path to ignore impossible directions (such as entering a wall)?
The only thing that overrides the passibility settings in the database's "Tilesets" tab is the Through ON command in Move Route.

All Direction Fix does is to stop the character's sprite from changing direction. I'm not certain whether that extends to code-level (e.g. if a character is direction-fixed into facing left but moves up and then a branch checks their direction, I'm not sure if the branch will think the character is facing left or up).
Last edited by Caethyril; Mar 20, 2016 @ 2:33pm
babytiny5 Mar 20, 2016 @ 3:05pm 
I see, that's useful to know
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Date Posted: Mar 19, 2016 @ 6:19pm
Posts: 15