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Jun 16 2011, 04:36 AM
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#1
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![]() I demand cookies. ![]() Type: Coder Alignment: Neutral Good |
ISS - Parallax Essentials Introduction
Script Demo
Screenshots
Final Notes
-------------------- Spoiler: To be Hexa-fied Spoiler: Spoiler: |
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Jun 16 2011, 05:23 AM
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#2
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![]() ![]() Type: Designer Alignment: Lawful Good |
Your first bug........
No method error for trigger.....specifically for the Vehicle....... CODE #-------------------------------------------------------------------------- # * Determine if Touch Event is Triggered # x : x-coordinate # y : y-coordinate #-------------------------------------------------------------------------- def check_event_trigger_touch(x, y) return false if $game_map.interpreter.running? result = false for event in $game_map.events_xy(x, y) if [1,2].include?(event.trigger) and event.priority_type == 1 #HERE event.start result = true end end return result end I won't use it.....but it's really cool Ice! This post has been edited by Nelderson: Jun 16 2011, 05:24 AM -------------------- STOP BEING A JAPFAG CRIMSON!!!
Meh.....F$#@ you Mike <=== Still applies....<_< |
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Jun 16 2011, 02:19 PM
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#3
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![]() I demand cookies. ![]() Type: Coder Alignment: Neutral Good |
;x; Darn it, I kept forgetting to fix that.
>_> I didn't really test the bonus scripts after throwing them in... Oh well check the demo link again :3 Updated. -------------------- Spoiler: To be Hexa-fied Spoiler: Spoiler: |
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Jun 16 2011, 03:15 PM
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#4
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![]() ![]() Type: Artist Alignment: True Neutral |
I love the idea of this script but it lacks something that I'm pretty dependent on- the top layer doesn't tint with the rest of the map.
I also need to do a test to see if it's compatible with some other parallax manipulating scripts I have... EDIT: Editing out everything I said here because it's totally completely wrong and I'm an idiot: THESE SCRIPTS -ARE- COMPATIBLE WITH ANIMATED PARALLAX AND CHANGE PARALLAX COMMAND. I FAILED IN MY TESTING. ... Still not compatible with Piejama's Swimming event script but... that's not important compared to the other two scripts. |
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Jun 16 2011, 04:29 PM
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#5
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![]() Type: Artist Alignment: Chaotic Evil |
Aww, it doesn't work with MA's animated parallax?
*shuffles away sadly* I second the tinting of the second layer. Being able to have more layers is also a huge plus, and being able to set which ones get tinted along with the map and which ones won't. Looks great otherwise, it could completely replace KGC's Tileset Extension for the directional passages. |
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Jun 16 2011, 04:48 PM
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#6
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![]() ![]() Type: Artist Alignment: True Neutral |
Actually, just tested it again- It DOES work with Animated Parallax. I just had to set the parallax on the map properties to the animated version. Which you'd think would be a no duh thing but when I first checked on the demo there was nothing selected for a parallax background, so I was baffled.
Sorry for the false alarm. ... Although now I'm going to see if the top layer animates as well...* ... and as of so far it still doesn't seem to work with the change parallax command. But maybe that's a case of me being an idiot as well, so I'll keep you updated.** EDIT: *It doesn't, but that would of been really cool if it did. ** It does work with the change parallax command. Holy damn am I disappointed with myself now. I am a huge pile of fail. I'm sorry IceDragon. ... though actually I just now noticed that the top image doesn't change if you change the bottom parallax... so I guess that's something to fix... |
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Jun 16 2011, 07:21 PM
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#7
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![]() I demand cookies. ![]() Type: Coder Alignment: Neutral Good |
Updated
Added multi layer support, animated layers, blending layers etc..etc... Also the demo gained an extra 2..3 mbs -------------------- Spoiler: To be Hexa-fied Spoiler: Spoiler: |
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Jun 16 2011, 07:44 PM
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#8
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![]() ![]() Type: Artist Alignment: True Neutral |
Fantastic. I'm really pleased that the layers all tint now.
I already feel bad for asking this since you've already done so much but... can I still request that a change parallax command be included? Preferably for all layers? It'd be extremely helpful in situations in which the map changes (seasons, for instance). I'd also like to ask for a compatible swimming event (as in events that move only in water like ships)... but I figure that's probably pushing it. Thank you for your hard work, it's truely awesome and I'm going to be switching over from my current set up parallax scripts to this one. EDIT: I got a parallax changing thing going on using layers. Each season has a different set of layers and I have them switching on and off for each season. It's not the most graceful solution but it works, so no worries about the parallax change command. |
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Jun 16 2011, 08:16 PM
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#9
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![]() Gravity ![]() Type: Designer Alignment: True Neutral |
I LOVE YOU
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Jun 17 2011, 04:42 PM
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#10
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![]() Home is in your head. ![]() Type: Designer Alignment: Chaotic Neutral |
This is looking really good Icy. /HI5!
I'm a bit far into development, I'm not sure I can insert this in my project without trouble at this point, but it's definitely a must. d=(*o*)=b -------------------- |
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Jun 17 2011, 05:37 PM
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#11
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![]() ![]() Type: Coder Alignment: Neutral Good |
Very nice script man!
I only changed something. If you don't set any tile from the e-tile in your demo, it will be passable: I just added this lines after the when 799 part: CODE else return true I think it's a little bit convenient so you don't have to mark every position with a mark. |
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Jul 1 2011, 02:37 AM
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#12
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![]() ![]() Type: Artist Alignment: True Neutral |
Hate to bump but I'm just wondering if there are any plans for when the layer tint true/false option will be implemented? I'm loving these scripts and they're amazing, but when I saw the option to turn tint on/off for various layers I was pretty excited.
Just wondering if there's plans to update the script with that sometime soon, no pressure. |
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Jul 16 2011, 09:07 AM
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#13
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![]() Type: Undisclosed |
I know what I'm asking is quite annoying because the GTBS is complicated but is it possible to make the parralax mapping and the GTBS compatible or is it just a dream? :/
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Jul 16 2011, 10:33 AM
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#14
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![]() Type: Writer |
This script could become the new SwapXT... this is awesome...
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Aug 6 2011, 06:53 PM
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#15
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![]() Type: Undisclosed |
This might be just the thing I've been looking for.
There's one little problem though, and that's that the one-way movement pass-abilities aren't working for me. The ones with 3 red arrows and 1 green arrow. If I understand it properly, you should be able to enter them from any direction, but only leave from one direction. But they act like the squares you can't enter from any direction. I wanted to use it to make a one-way gate. Even so, this is very useful even without it. Good job. |
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Aug 7 2011, 09:12 PM
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#16
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![]() Type: Artist Alignment: Chaotic Evil |
If I understand it properly, you should be able to enter them from any direction, but only leave from one direction. But they act like the squares you can't enter from any direction. I think you're misunderstanding the way the arrows work. When it's green, you can enter and leave from the same direction. Where it's red, you can't enter or leave from that direction. |
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Aug 8 2011, 06:45 PM
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#17
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![]() Type: Undisclosed |
I think you're misunderstanding the way the arrows work. When it's green, you can enter and leave from the same direction. Where it's red, you can't enter or leave from that direction. Well, that makes sense, but that's how the ones with 2 red and 2 green arrows seem to be working for me. If I add them to the demo map, the character can step unto them from any of the 4 sides, but only exit the square from the directions the green arrows are facing in. Even so, I the character doesn't seem to be able to enter from the green side of 3 red arrow tiles either. They're the same as the red Xs for me. I should note that I've only tried out the demo itself, I haven't added anything else to it. But maybe the script isn't working right on my PC, or I'm missing something. I AM working on my first RPG maker project, so maybe I should stick with the default passability types. I'm trying to figure out what Parallax mapping method to use, this, SamGreens, or your "Advanced Parallaxing" tutorial. This thread probably isn't the place to get into that though. EDIT: Okay, it took me a little while to figure out how to work this, but now that I have, I like it. You know, if the code had some clearer instructions on usage, it would actually be pretty newbie friendly. I like how I don't have to have parallel process events for overlays, and I can actually see the pass-ability settings in the editor but not in the game. I got so confused when i tried using invisible RTP tiles. Also, the modified pas-ability seems to work just fine with KGCs minimap. According to the minimap, the tiles with one-way pasability (1 green, 3 red arrows) show up as unpassable tiles. While the ones with 2-way pass ability show as passable, so at this point I'm pretty sure I'm having a bug with the one-way tiles. But since everything works off the paralax filename, it seems like you can't use the same parallax on more than one map. And if I want to do so, I'll need to have two copies of the same paralax, with different file-names, right? This post has been edited by Radiant Cadenza: Aug 11 2011, 12:50 AM |
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Jan 20 2012, 12:58 AM
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#18
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![]() Master Eventer, Novice scripter, pathetic spriter ![]() Type: Designer Alignment: Chaotic Good |
can you make your script so tiles marked with O then go through this script to be checked in arays for each passibility. Then I can map normaly, still have this passibility system, and have the water let ships through but not boats.
-------------------- Master eventer
Need an unusual event call me and i might be able to make it ex vehicle, pet search number I do take event requests search number 10519195120 Please don't put this number on any of your own posts or topics note: the search number will be on any post I make to aid in searching by author. If I forget to put it on a topic please notify me. I will try to check any posts/PMs around 7:30 AM, 3:00 PM, and after 6 PM most days (time in Pacific Time) The ultimate video game Spoiler: If you are a believer of Jesus Christ, believe he is the only way to heaven, and are 100% proud of it, put this in your sig. |
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Feb 9 2012, 09:53 PM
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#19
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![]() Type: Undisclosed |
I need help. I set the tile to be passable from the bottom, but it still won't let me pass.
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| Lo-Fi Version | Time is now: 22nd May 2013 - 06:22 AM |
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