Bind Pictures To Map

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Started by Galenmereth 214 posts Page 4 of 11 View original ↗
  1. Yeah I have installed plugins from yanfly before easily.


    I meant do I just copy the code to notepad? I know where to put them.


    Do I have to do anything special?


    When I click on GitHub, it doesn't give me  a download option, it just shows a screen with all the script on it...


    I need to convert it to a javascript file I guess??


    Yes ok, copy to notepad. Then save as a .js file.
  2. Just an update after further use: the small slowdown that I had was indeed caused by your other plugin "fluidtimestep".


    (and sometime, after staying a while on the same map it can be really slow for 3 or more seconds, depending on the screen I use, then it goes back to normal... The strange thing is that the FPS meter still show "60fps" the whole time)


    Well, your "Bindpicture2map" plugin is fine performance wise then. Only the lack of anti-aliasing (after you resize/rotate) remains, and it's even deactivated for pictures you don't wan't to bind on map. I hope it is possible to fix it, MogHunter had the same problem on his last script about "charsets-FX" and told me he will try to see why this is happening.
  3. im trying to use this plugin but no matter what I do it's only showing the top portion of my map... idk what the heck to do to fix this.
  4. Hi all,


    I'm trying to use this plugin to have moving windmill arms on my windmills, which are in fixed locations in my town. Is it possible to have an image rotate while being fixed to the map? I have tried show picture>rotate>fix to map as well as show picture>fix to map>rotate and neither involved any rotation.


    Many thanks,


    HatJump
  5. Hello everyone,


    I don't know if anyone else encoutnered this problem, but if I have this plugin active (just set ON in the plugin manager I don't even do anything with plugin commands) and I have a picture let's say at ID#10 (id doesn't matter) and I tint that picture, then I show a different picture on the same ID and tint it again the same color before, the picture disappears.


    I figured out it only disappears if I don't want to wait between showing the picture and tinting it, if I wait 0.2s it won't disappear, but there will be an annoying flickering because of that delay. It also works if I show an un-tinted picture on the same ID as the tinted picture before, and switching back and forth these two options they will never disappear, only if I switch between two different pictures with same tinted colors on the same picture ID.


    I'm working on a card game where you can have a lots of different cards showed on the same picture ID and if I tint these pictures the same color they will disappear. I tried to ask for help in a different topic about it but I had no luck so I hope in this official topic I'll get some useful hints what should I do.
  6. Hey,


    Just an FYI.


    I've noticed an incompatibility with this plugin: 




    It seems to make it completely stop working (unless I'm just doing something completely nooby).
  7. Is it possible to make the picture above the player but below an event? I have a bird in a tree and have this problem.

    Untitled.png
  8. Great plugin, to start with. This is one of those essential add-ons to RPG Maker - I say that, and I'm not even a parallax mapper!


    Anyway, I noticed that this plugin lets you change the picture layer. Well, I'm looking for a way to show a picture above the text. It's probably not a very common need (I want text to scroll underneath a border), so it may not be worth it to update the plugin, but I'm just wondering if you know if it would be a trivial matter to add a new picture layer above the text, or if that would require some considerable tinkering (and if so, do you know where one would begin with said tinkering?). Any help or advice you could give me would be greatly appreciated.
  9. Kingatlas said:
    Yeah I have installed plugins from yanfly before easily.


    I meant do I just copy the code to notepad? I know where to put them.


    Do I have to do anything special?


    When I click on GitHub, it doesn't give me  a download option, it just shows a screen with all the script on it...


    I need to convert it to a javascript file I guess??


    Yes ok, copy to notepad. Then save as a .js file.

    I have no way to make a JS file? Can anyone do that and have it available? My text edit and stuff doesn't allow it.
  10. TarebearGames said:
    I have no way to make a JS file? Can anyone do that and have it available? My text edit and stuff doesn't allow it.

    Hey, I know your pain! Things can be really tricky when you are new to "maker" stuff. I just clicked on the git hub link, which took me to the page of code. There I right clicked and selected "save as" and it was all ready named and everything. Then just save it to the desk top and copy paste it into js>plugins folder for your project. You may have already figured it out, but I wanted to help if I could. I am using firefox, so I don't know if it's different for a different browser. I hope this is helpful.
  11. Ashouse said:
    Hey, I know your pain! Things can be really tricky when you are new to "maker" stuff. I just clicked on the git hub link, which took me to the page of code. There I right clicked and selected "save as" and it was all ready named and everything. Then just save it to the desk top and copy paste it into js>plugins folder for your project. You may have already figured it out, but I wanted to help if I could. I am using firefox, so I don't know if it's different for a different browser. I hope this is helpful.

    I figured it out thank you so very much for all that info though it totally helped me out :D I LOVE this plug in!
  12. Hello all, newbie here. I wanted to try my hand at parallax mapping, and I was wondering if it could be applied to a bigger map. All the tutorial I saw only show standard sized map. Sorry to bother.
  13. scene14 said:
     I was wondering if it could be applied to a bigger map. All the tutorial I saw only show standard sized map.

    yes it can be done with other sizes, but there are three limits to consider:


    1) parallax size needs to be exactly grid size multiplied by map size. The standard map is actually the minimum size for this.


    2) if the parallax size is different from the screen size (automatically if the parallax is larger than the standard), then in most cases you'll need a plugin to keep everything aligned correctly


    3) parallax mapping requires more RAM to process a map and more HDD space to store it. And these numbers go up with parallax size.


    Especially if you want to deploy to mobile, this would make games with larger parallax maps problematic as most mobiles won't have the capacity (RAM/Storage) to run the game anymore.
  14. Galenmereth said:
    @Sneakaboo: How large was the map? And yeah, I'm working on a way to improve performance by splitting any "larger than X" image into "chunks" that are moved and shown only when needed on the screen.

    Yes please. :)
  15. I have a question, i need to change some parallax pictures to create an effects like the gif here, in order to animate magma and lights effects.


    I know is expensive in terms of memory size, but i dont want use animations for all maps, just a few map like that.


    If i create a parallel process and i change pictures, with some pause like "Wait 0.3" etc etc the game lags a lot.


    There's a way to fix it? or another way to change pictures without lag?

    Best

    tiles01B+C.gif
  16. Lakaroth said:
    There's a way to fix it? or another way to change pictures without lag?

    I'm curious too.
  17. That is definitely not a good way to do it no, because it dumps and re-creates huge graphical sprites extremely often. But you're right, that is a very nice effect. Let me see what I can do about this, because I'd love to be able to do this myself for some special maps~


    Regarding bug reports, I've been absent for a while due to a new full-time job and life and bla bla. I'm getting back to fixing bugs and such now, so please bear with me as I catch up.
  18. Galenmereth said:
    That is definitely not a good way to do it no, because it dumps and re-creates huge graphical sprites extremely often. But you're right, that is a very nice effect. Let me see what I can do about this, because I'd love to be able to do this myself for some special maps~


    Regarding bug reports, I've been absent for a while due to a new full-time job and life and bla bla. I'm getting back to fixing bugs and such now, so please bear with me as I catch up.



    I'm not a developer so i'm not sure, but i think the best way it will be by changing palette files, in terms of memory size it will be perfect, we can have just ONE file and see modify by changing palette, but i'm not sure, maybe this idea works with 256 colors palette files i dont know :(  

    I also think that's really strange that RMMV an HTML5 game engine framework doesen't support GIF files!
    Pixi.js support that?
  19. Lakaroth said:
    I also think that's really strange that RMMV an HTML5 game engine framework doesen't support GIF files!
    Pixi.js support that?



    No Pixi doesn't support GIF files. In fact most game engines don't for multiple reasons. Instead you'd usually use an animation sheet (series of images arranged in a strip) instead, like RM does for characters and animated tiles.
  20. I'm trying to use this map js for my game, but it keeps putting everything above the layer despite me writing 'below_characters' or even 'bottom'


    Its getting really frustrating because I've followed tutorials to a T, I think?


    It's parallel, but only one image is showing, and it's above everything. (The Map01, shadow layer doesn't show up.)


    Can you help me?


    It was because I didn't capitalize the T in To.


    WELP.


    ignore me haha.


    Thanks for the js! :p