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From the help file (under Material References > Resource Specification):
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.
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".
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.
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.
I assume the same goes for other resource types as well? Why does the Resource Manager have a limit in that case?
I think Anton means browsing to your RM2003 project's Panorama folder using Explorer and copy+pasting the graphic in from there.
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.
Direction Fix ON > Through ON > Jump > Move Up > Move Left > Land > Through OFF > Direction Fix OFF
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).