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Using Panoramas as Backgrounds in XP - Scrolling Problem (and a tilemap program you may find useful)

Im not so much as asking for help in this thread as I am giving it. I recently tried using a panorama in place of a tilemap background but I ran into a problem immeadiately and I feel it's a problem many people might experience so I decided to post the fix that I found.

The Problem
Collision tiles in the editor lined up fine with panorama tilemap at first however the moment the map scrolls they become misaligned. This causes problems when you are trying to use transparent tiles for collision.

The Solution
I looked through the game scripts and found the problem. Basically the misalignment is caused by the panorama being scrolled at a different rate than the normal tilemap that you make in the editor. This gives a nice effect for normal panoramas and gives the illusion of depth but when you want to use panoramas as your background, it causes problems. Thankfully this is easy to fix. In the Spriteset_Map script you will find the following lines:

# Update tilemap
@tilemap.ox = $game_map.display_x / 4
@tilemap.oy = $game_map.display_y / 4
@tilemap.update
# Update panorama plane
@panorama.ox = $game_map.display_x / 8
@panorama.oy = $game_map.display_y / 8

As you can see the panorama is scrolling at a different rate to the main tileset. In order to fix this we would simply change the eights to fours as so:

# Update tilemap
@tilemap.ox = $game_map.display_x / 4
@tilemap.oy = $game_map.display_y / 4
@tilemap.update
# Update panorama plane
@panorama.ox = $game_map.display_x / 4
@panorama.oy = $game_map.display_y / 4

And this fixes the problem. This is just a quick fix but it should work fine for most people. I'll probably post a more sophisticated method at some point in the future.

Tiled - A free, open source, cross platform tilemap editor
The reason I did all this is because I found a free, kickass little tile map editng application called 'Tiled'. This program let's you import multiple tilesets, divides them into tiles and allows you to make tilemaps out of them which can then be exported to images.

This is great form RMXP users as we can use the program to create tilemaps with far more layers than the usual 3 (or 4 if your creative) in RMXP. It also means you can easily mix multiple tilesets from RTP and others. I had this problem a while back when trying to use the RTP mining tracks in a cave level and ended up having to use photoshop to splice the tilesets together. The result was ok but i had issues with transparency due to the exporting as you can probably see yourself:



If you zoom in you'll see the windows are grainy and I couldn't use the normal 'track entering cave' tile as it looked wrong with screwed up transparency. I also was forced to use the event layer as a fourth tile layer in some places. Had I used tiled for this map, all of this hassle could have been avoided.It let's you make those kind of maps easily for example:



Thank you for reading, I only posted this topic as I felt it might help people with the same problem that I had. And if anyone is wondering about Tiled, its free, open source, cross platform and can be found here: http://www.mapeditor.org/2010/04/this-release-adds-lot-of-new.html#comments

Cheers.

Incredibly long newbie introduction: Nephilim89



Why hello there. I'm the newest newbie here at RMN and I just thought i'd make a post here after commenting on many of your games already (Just so you know im not some guy standing outside your house staring in your window... watching.... waiting.......).

My name on the site 'Nephilim' is just a screen name i've used for a long time online. It's a biblical reference but I use it merely because its less likely to be used on any website then my real name. I used to go by the name Zasz (yes its an SC character, but no I dont look like him thankfully) and if your old enough to know that character then you get a cookie.... not a real cookie granted but a metaphorical cookie that is just as satisfying... well not really...

But for short i'm normally known as "Neph", does that make sense?.. no... does it matter?... of course not.

I'm quite new to RPG making although I have been (half) making games for years. I started in flash when I was much younger (i miss that six pack....) before progressing to programming in languages similar to javascript or c in environments such as Torque2d and Unity3d. I used to mod games too before I became one of the first people to fatally crash an iMac by modding halo.... badly.

I've always been an incredibly creative person however I do have an almost A.D.D-ish short-attention-span (in case you hadn't noticed already) and so I rarely finish anything. As a result I have made countless game engines (simple fps and third-person shooters among others) in Unity etc. However these remained nothing more than engines as the moment I had a fully functional engine... I got bored with it and started making a new one without making a game out of it.

However one great problem i've had in the past is that I was given the task of both creating a game engine AND all the game content, story, etc. by myself every time I started a game. Also the word planning does not appear in my dictionary sadly(yet there is a detailed definition for procrastination). As a result I find that the only times I actually churn out completed games are when I'm using a creation tool that does one half of the work.

For example I remember a 2d shooter game maker I used years ago that required no programming. It was called the power game factory and was quite powerful for its simplicity. Plus it had a vibrant community. And with that software I made some half decent (if graphically-basic) demo games. Sadly though that was around the time my mac crashed and I lot several years worth of game and game-engine creations........ Needless to say..... I was miffed.

But recently I happened across RPG maker and i've been giving it a whirl (only recently as I have always been a mac user, unable to run windows. That WAS until macs got intel chips and now I run Snow Leopard AND windows 7 on the same machine so I can watch them fight to the death.)

I currently use RPG maker XP rather than 2k3 or VX. 2k3 has a great retro feel to it's games however I just prefer XP for some reason. And well VX..... character sprites..... *shudders*. I've been working on a game now for a while although it was originally intended to be simply a test of XP's capabilities.

It started as a total p***-take off of rpg's in general but it just sort of grew and grew and suddenly I found myself taking it seriously (but don't get me wrong, it is STILL a total p***-take). It only uses RTP assets along with custom edit of the default windowskin and some character portraits from the famous Face Maker XP (although I try to make them look unique and less n00bish than some).

I originally never intended to post the game however now I think I will once it has enough playtime for a demo. It will be fairly graphically simple and will be more dialog based than dungeon based but it dosent take itself too seriously at the same time. Also it currently uses a sideview battle script (Minkoff's Animated Battlers - Enhanced) with some UI tweaks that make it more reminiscent of the FF games.

One thing is for sure... it WONT be ANOTHER FREAKING POKEMON FANGAME *shudders*.

SO if you are still reading this then you really do deserve a cookie, but sadly you dont get one. Why? Because life isn't fair and the internet is worse. The hero doesn't always win, the dog doesn't always save the family from the burning building, and the apple iPad DOESNT have a camera, deal with it.

SO the moral of this incredibly long and horrendously irritating story is that you should never create a section on a forum encouraging newbies to rant about themselves. why? Because THIS is what happens.

But hey look at the bright side, now that i've spewed all this here I wont have to repeat it in the comments in future. See? Even the crappiest stories can have good endings.

Oh and in case you were wondering. Although I mentioned that the game I'm working on is rather dialog heavy, it is far more coherent and grammatically correct than the abomination that is this post.



And by the way, your patience is incredible.





Thank you and goodnight.



Please Note: The author of this post would like to clarify that despite the tone, content and frequent digression of this article, he is not a fifteen year old boy.
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