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Jun 29 2009, 08:22 PM
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#1
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![]() ![]() Type: Musician Alignment: Unaligned |
[-Graphics-] Parallax Mapping Techniques, Part 2
Difficulty: Moderate, Mildly Difficult By: C7 It is assumed that you are familiar with the techniques from the first parallax tutorial of mine. It can be found here Now there's a unique charm to tiles and they can be visually attractive. In general, though, they're limited in what they can pull off. Since they're square-based, it can be difficult to make anything curved or even angular. A solution to this would be to use a parallax, which can be completely unique at all times. It can be quite difficult to create maps from scratch, though, and many people are quite good with tiles and would like to make them a little more unique. This section of the tutorial will teach some effective ways to modify a tiled map (doctoring) to make it stand out. Doctored Tile Maps Sizing Spoiler: Getting your map into your image editor Spoiler: Editing the map -- removing the blockiness Spoiler: Lighting and Shadowing Spoiler: The Grass (and water) Spoiler: Walking behind objects and minor edits - finishing the map! Spoiler: Inserting the parallax Spoiler: Final And there you have a doctored tile map! It retains the functionality and charm of a tile map while adding the graphical flair and eye candy of a parallax map. This method ensures that your map will also line up perfectly with the player in gameplay. Enjoy! Animated Parallaxes Important This is a great technique that can add tons of depth and life to your maps. This example will use the map we just created in the last portion of the tutorial. We're going to start with something simple to begin with. But to do any of this, you'll need to download modern algebra's animated parallax script, which can be found here. The directions are simple to use and contained in the script. The files I'll teach you how to make in this will be compatible with his script. For this map, I'd like to have the grass blowing in the wind and have the specular highlights of the water moving around a little. These are surprisingly easy to accomplish. For the purposes of this demonstration, I chose to have four frames of animation that loop smoothly. This is a minimal amount of work that will make a massive difference. Starting out Spoiler: Naming the files Spoiler: Continuing Spoiler: Notes Spoiler: Motion Blur This is a quick and easy way to make your map's animation even smoother! While moving the grass, it would be more ideal to move some of the grass half of a pixel at a time--which is no small feat. But since things are in motion, we can estimate and get it looking pretty close. Renaming Spoiler: Making the in-between frame Spoiler: Saving time - Filename chart Spoiler: Adjusting framerate Spoiler: Conclusion I showed you a few ways to greatly improve the look of your maps. Be sure to download the demo and try it out! The demo is open source as well so that you can see how any of it is done and grab any necessary scripting. I hope you enjoy this and I hope, like the previous tutorial, to see people trying out some of this stuff! The demo can be found here: Download the demo here (20MB) This post has been edited by C-7: Sep 13 2009, 03:33 AM
Attached File(s)
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![]() Parallax Mapping Techniques Tutorial Parallax Mapping Techniques Tutorial, Part 2 TheOriginalWij: "I like to do the hard things." |
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Jun 30 2009, 12:13 PM
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#2
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This is amazing. Only problem I see with this is that the file size of the game ends up being too large this way. But it's definitely still amazing.
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Jul 1 2009, 12:06 PM
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#3
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![]() ![]() Type: Musician Alignment: Unaligned |
This is amazing. Only problem I see with this is that the file size of the game ends up being too large this way. But it's definitely still amazing. It does increase the file size a lot, but the parallax folder in this case includes I believe 12 high-resolution parallaxes. I have the full 8-frame animation (quite large images) as well as the 4 frames necessary for the animated parallax without the motion blur. I left those 4 in for anyone who wanted to try it out and see the difference. Thank you very much for your compliments, though! -------------------- Courier
![]() Parallax Mapping Techniques Tutorial Parallax Mapping Techniques Tutorial, Part 2 TheOriginalWij: "I like to do the hard things." |
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Jul 1 2009, 12:39 PM
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#4
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wooww.. this is nice very nice
i like ur style |
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Jul 1 2009, 03:45 PM
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#5
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![]() Getting better. ![]() Type: Writer |
Great tutorial and demo, but one question though.
Why doesn't your demo lag to kingdom come with a parallax map so large? I'm using parallaxes for the insides of houses and shops to make them more diverse, but there is a tiny bit of lag on the map that didn't exist before using the parallax. In the shops I have a shopkeeper event and some NPCs walking around to talk to...but no more than 5 in a single shop. Yet you can feel the lag. I really wanted to create parallax maps for my first town, but decided to see how it worked in a small house at first. I noticed the lag on a small map and thought it was be impossible on a larger one, but your map is several times the size of my shops and I noticed no lag at all. I am even using a script to help reduce lag. I want to use more parallaxes, but it lags >_< -------------------- Tutorial on creating "Kill Monster" and complex "Item retrieval" quests!
Tutorial on how to work on your game when not at home! Battlers I drew (can be used with Side View Battle System) My project information and development thread coming soon! Toasting makes me uncomfortable. But toast I love. Never start the day without a good piece of toast. In fact, let's toast to toast. ![]() |
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Jul 1 2009, 04:13 PM
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#6
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![]() ![]() Type: Musician Alignment: Unaligned |
@Fina: I'm really not sure. The more CPU-heavy stuff is, the more likely lag is in games but I have plenty of events on that map and its changing parallaxes every 9 frames I think--that's pretty quick for a full-map change. Perhaps you have a lot of scripts running in your game that are getting in the way? That demo is pretty bare-bones as far as scripts go, but a non-animated parallax map of most sizes should be pretty manageable. Did you have some parallel processes running on your test map that could've been making things chug? That's all I could guess--scripts or parallel events clogging up your cpu. Let me know if you find a solution.
-------------------- Courier
![]() Parallax Mapping Techniques Tutorial Parallax Mapping Techniques Tutorial, Part 2 TheOriginalWij: "I like to do the hard things." |
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Jul 1 2009, 04:21 PM
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#7
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![]() Getting better. ![]() Type: Writer |
No parallel processes on the indoor maps.
But I do have a lot of scripts in my game. I didn't realize that having more scripts would cause this problem. I even have several scripts that I have not even used yet. Perhaps I should go through the list of ones I have and remove some of the ones I don't really need. Thanks. -------------------- Tutorial on creating "Kill Monster" and complex "Item retrieval" quests!
Tutorial on how to work on your game when not at home! Battlers I drew (can be used with Side View Battle System) My project information and development thread coming soon! Toasting makes me uncomfortable. But toast I love. Never start the day without a good piece of toast. In fact, let's toast to toast. ![]() |
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Aug 12 2009, 12:28 PM
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#8
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this tutorial is rly amazing
thanks for your work on it. I will try it later on and say my opinion about it and try it one time by myself -------------------- |
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Aug 31 2009, 02:09 AM
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#9
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![]() mr. inactive ![]() Type: Designer Alignment: True Neutral |
This is very nice C-7, hope to see more from you.
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Sep 3 2009, 11:29 PM
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#10
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![]() Oh, the horror. ![]() Type: Writer Alignment: Unaligned |
Spectacular! I may try a hand-drawn game with this... I could even do maps in watercolors and scan them. O-O Opens up a world of possibilities.
Just one thing... on the animated maps section, where you say you'll need a particular script, "which can be found here"... I'm not seeing a link to anything ^^; Is it just me? |
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Sep 12 2009, 11:12 AM
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#11
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![]() Don't worry i'll do it later!! ![]() Type: Undisclosed |
Hey, im using photoshop cs-3 and my problem is:
I do what the tut tells me to, i take the size of my map wich is 25x25 i do the 25 times 32 thing and i get the answer 800x800, so i created a new file with that size. Here comes the problem. When i paste it into Photoshop i only get a part of the map. I suppose thats because the maplist the tilesets and eveything is included in the screenshot too. Not only the map... ( i'm terrible at explaining ) Edit: ahh, just had to paste it into paint.net first and choose the map with the box-ish-copy tool. This post has been edited by terry1387: Sep 12 2009, 11:15 AM -------------------- Thats me as a Sprite.
Spoiler: My Projects: Spoiler: I support: Spoiler: Wich FF character am i? Spoiler: Wich color am i? Spoiler: |
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Sep 13 2009, 03:36 AM
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#12
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![]() ![]() Type: Musician Alignment: Unaligned |
@Tamar: Oops! Nice catch. The link is edited now to go to here http://rmrk.net/index.php/topic,29866.0.html (off-site link). Sorry 'bout that! And I hope you do try a hand-drawn game!
@terry1387: Alternately, you could paste it into your new document and then use the move tool (the top-right one with the black arrow thing) to move the map over and line it up with your document. But glad you found a way that works for you! Also, thanks Stef-san, Runefreak, and whoever else. -------------------- Courier
![]() Parallax Mapping Techniques Tutorial Parallax Mapping Techniques Tutorial, Part 2 TheOriginalWij: "I like to do the hard things." |
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Sep 13 2009, 10:10 AM
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#13
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![]() Ballin! ![]() Type: Writer |
God, this is freaking awesome.
But, honestly, the water in the demo... ehh. I'm trying to think of a way to fix it, like how there's two parallax layers... if underneath the 2nd layer, you redo the outer water tiles, excluding the shore, so that it has motion as well? Just a thought. -------------------- |
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Sep 13 2009, 03:17 PM
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#14
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![]() I want a Mokona too.... ![]() Type: Designer Alignment: Neutral Good |
Downloading the demo now to check it out. Either way, from what I can see here, amazing stuff! Showing us more and more that we can do with parallaxes
-------------------- My Signature
(Its like a portable profile xD) *Gasp* I have a deviantArt now, come check it out! http://gingercake725.deviantart.com/ Yep, I'm a sucker for free pageviews :P My SigBars Spoiler: My SigStuff Spoiler: My Quotes Spoiler: |
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Sep 13 2009, 09:06 PM
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#15
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![]() ![]() Type: Musician Alignment: Unaligned |
God, this is freaking awesome. But, honestly, the water in the demo... ehh. I'm trying to think of a way to fix it, like how there's two parallax layers... if underneath the 2nd layer, you redo the outer water tiles, excluding the shore, so that it has motion as well? Just a thought. Mr. Anonymous has written a script for me to use water tiles beneath the parallax to fix that issue. Even better, though, in my own game I just made all of the water from scratch and it looks really nice. EDIT - for robo, here's a shot (sort of) of it. This post has been edited by C-7: Sep 13 2009, 09:45 PM -------------------- Courier
![]() Parallax Mapping Techniques Tutorial Parallax Mapping Techniques Tutorial, Part 2 TheOriginalWij: "I like to do the hard things." |
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Sep 13 2009, 09:22 PM
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#16
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![]() Ballin! ![]() Type: Writer |
Oh, awesome. Wanna show us a screenshot?
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Jan 11 2011, 08:12 PM
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#17
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![]() ![]() Type: Undisclosed Alignment: Chaotic Evil |
Thanks, this helps a lot, great tutorial, and first part too.
Keep up the good work. -------------------- |
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Apr 9 2011, 09:54 AM
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#18
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![]() Unit Type: ARMStrong ![]() Type: Designer Alignment: True Neutral |
Umm... what's the idea of making the water "cloudy"...? O_o
Great tutorial by the way... It's really something worth learning. |
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Jun 24 2011, 05:11 PM
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#19
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![]() ![]() Type: Writer Alignment: Lawful Good |
Fantastic tutorial. Maps can now contain pretty much whatever you would want. Thanks so much for this.
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| Lo-Fi Version | Time is now: 19th June 2013 - 02:46 PM |
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