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Sep 18 2010, 10:52 AM
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#41
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![]() He knows what to do with chicken. ![]() Type: Spriter Alignment: Chaotic Good |
I have a Grid Overlay layer you can paste on top of your Parallax so you know where the tiles are.
http://www.freepicsupload.com/pics/phplA6j...d%20overlay.png just paste it on top of your parallax-to-be and lower the opacity to somewhere around 30%. make sure it's always the top layer. -------------------- My Games & Resources
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Sep 18 2010, 02:42 PM
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#42
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![]() Life Is Good. ![]() Type: Designer Alignment: Chaotic Neutral |
...or you could just make a 32 pixel2 grid with only 1 division...
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Sep 18 2010, 03:36 PM
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#43
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Jinjo ![]() Type: Musician Alignment: Lawful Good |
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Sep 18 2010, 08:27 PM
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#44
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![]() Stranger than a kitten in a shoe store. ![]() Type: Undisclosed Alignment: Chaotic Neutral |
It's possible. I actually just submitted a tutorial about using a grid in Paint.net. You could use that to help out if it gets accepted. It might not since I forgot to add a [-Graphics-] tag at the beginning.
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Oct 5 2010, 08:01 PM
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#45
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![]() Type: Designer |
Greetings, this is my first post hopefully it will not be a dumb one. I am trying my hardest to get an immage placed over my map in the same way you have listed here. however I can not seem to figure out how to resize the immage for being placsed into the character graphic. Im trying to follow your tut and I am not able to see how to resize the immage. I have tried looking through your demo but cant figure out how to resize still. any feedback would be very helpfull, thanks.
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Oct 10 2010, 02:39 AM
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#46
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![]() ![]() Type: Musician Alignment: Unaligned |
joyrexjrl
Use OriginalWij's Fixed Imaged Script instead CODE #==============================================================================
# Sprite_Picture #============================================================================== class Sprite_Picture < Sprite #-------------------------------------------------------------------------- # Update (Overwrite) #-------------------------------------------------------------------------- def update super if @picture_name != @picture.name @picture_name = @picture.name if @picture_name != "" self.bitmap = Cache.picture(@picture_name) end end if @picture_name == "" self.visible = false else fixed = @picture_name.include?("[FIXED]") ? true : false self.visible = true if @picture.origin == 0 self.ox = 0 self.oy = 0 else self.ox = self.bitmap.width / 2 self.oy = self.bitmap.height / 2 end self.x = @picture.x self.y = @picture.y # added self.x += (self.ox - ($game_map.display_x / 8)) if fixed self.y += (self.oy - ($game_map.display_y / 8)) if fixed self.z = 100 + @picture.number self.zoom_x = @picture.zoom_x / 100.0 self.zoom_y = @picture.zoom_y / 100.0 self.opacity = @picture.opacity self.blend_type = @picture.blend_type self.angle = @picture.angle self.tone = @picture.tone end end end -------------------- Courier
![]() Parallax Mapping Techniques Tutorial Parallax Mapping Techniques Tutorial, Part 2 TheOriginalWij: "I like to do the hard things." |
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Oct 10 2010, 03:26 AM
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#47
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![]() Type: Designer |
awesome thank you, i will try it out soon
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May 17 2011, 03:15 AM
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#48
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Fuzzypiccle ![]() Type: Designer Alignment: Unaligned |
great tutorial and all, but how do i take a pic of my map? do i need a hypercam or something?
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Jan 5 2012, 10:16 PM
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#50
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![]() Type: Undisclosed |
You know, instead of using event graphics to make a top layer, you could easily make a picture out of your top layer (make sure it's the same size as the entire map), and then use the 'show picture' command. Use OriginalWij's fixed image to get make the image stay stationary on the screen. Put the code [FIXED] in your graphic's name and poof you got it. The bad thing is that you need to tint the picture individually if you're tinting your map as well. Here's the script: ...snip... It will certainly reduce your filesizes. Could you explain please how to add this script to my game and then use it? Thanks! |
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Jan 6 2012, 12:51 AM
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#51
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![]() Type: Artist Alignment: Chaotic Evil |
You copy and paste the script underneath 'materials' and above 'main' in the script editor, as for how to use it, I pretty much already explained it in part you quoted.
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| Lo-Fi Version | Time is now: 26th May 2013 - 03:13 AM |
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