![]() And we could use an image with the Z value of "0" to draw the background if we wanted to use the parallax layer for a normal scrolling parallax image effect as well. So in theory that leaves us with 4 layers, one as per default through the engine (normal parallax layer) and 3 more through this plugin. Only add the dynamic images into an arr that loops through to call their update func. Marking parallax images are static/dynamic. And then use the layers in this plugin for additional effects such as creating overlays (what goes above the player) and sunrays, fog, etc? And if the Z parameter is set to 0 the image is drawn above parallax layer but below everything else, if set to 1 it's drawn above player and if set to 2 it's drawn above everything. Culling can greatly improve performance when dealing with multiple sprites which with parallax mapping you should for proper layering 3. ![]() I have disabled other plugins, but still have this issue with parallax map. ![]() (Although its mainly used for fullscreen blur problems). Used the FixPixel.js plugin to get rid of the blur. Crisp parallaxes dont seem to be something RPG Maker MV has an internal option built in for either. I have set up the x1.5 (48x48 tile based) version of 960 x 720 to display and fit on the editors 20 x 15 grid map. I believe then that its just a MV built-in problem. Second question, If I understand it correctly you advice that we use a normal parallax image (with an "!" mark to fix it) as the background. The parallax image (original 32x32 tile based) is 640 x 480, which is smaller than the screen size of 1024 x 576 resolution. I've got a few dummy questions though.įirstly, what's the difference between "Layer Image" and "Sprite Image"? I know what a sprite is but I'm not 100% clear on what this means for my parallaxing.
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