CC - Parallax Mapping Script

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Started by CC_Yellow 6 posts View original ↗
  1. CC_PMS
    by CC
     
    Features
    You can show multiple image layers on (or under) the map.

    You can use as many layers as you want.
    Each layer can have a different scroll speed.
    Flip animation.

    Screenshots
    10.png18.png





    Demo (Script included)
    >> Here

    How to Use

    [1] Settings
      Edit CC::pMS.
      CC::pMS::LAYERS decide how many layer it use and how does it appears.
      LAYERS[6] is Array for the animation. Set [] if you don't need the animation.
     
    [2] Prepare Images
      In default, file directory is ./Graphics/ParallaxMaps/
     
      Filename format
      (1)without animation
      map[@map_id]_[name][type]
        ex1. 'map1_gnd0' is used when you enter map#1 and 'changer_var_id'  is zero.
     
      (2)with animation
      If LAYERS[6] is Array of Numeric, format will be;
      map[@map_id]_[name][type]_[anim_position]
        ex2. [1,2,3,2] and "map1_water0_1" -> "map1_water0_2" -> "map1_water0_3" -> "map1_water0_2"
     
      The script loads images automatically when you enter the map.
      and if required image is not found, nothing happens.
     
    [3] Cache
      This script uses cache for speed. It can be heavy load for memory.
      Call "Cache.clear_parallax_map()" to clear cache manually.
     
    [4] Remarks
      This script check files only when you enter the map and not again.
      So, even if you change some variables in the map, PMS don't react and change images.

    References

    Yami, "Overlay Mapping", https://yamiworld.wordpress.com/
    DasMoony, "DMO - LIQUID & PARALLAX SCRIPT", http://www.rpgmakervxace.net/topic/676-dmo-liquid-parallax-script/

     
    Author's notes
    This work is licensed under the Creative Commons Attribution 4.0 International License.
    To view a copy of this license, visit http://creativecommo...icenses/by/4.0/.

    In Short:
    As long as you give credits, you are free to use this script in Commercial/Non-Commercial Projects.
  2. This is EXACTLY what i was looking for :) . Thanks :)
  3. Hmm... So I can achieve the same effects with this script as with DMO - LIQUID & PARALLAX SCRIPT but I can ALSO have normal parallax background?

    By normal I mean the parallax background you put in your maps properties it and it can loop horizontally or vertically and it scrolls with a different speed than the rest of the map etc.

    With DMO - LIQUID & PARALLAX SCRIPT you couldn't do that since you'd have to put your parallaxed MAP in to the parallax backround inside map properties.

    Also can I adjust the Z position of the Events if I want to have some events above the TOP layer (like birds etc)?
  4. Thanks so much for this awesome script! :rock-left: :D :rock-right:
     

    RaZzi said:
    Also can I adjust the Z position of the Events if I want to have some events above the TOP layer (like birds etc)?
    Setting it anywhere from 101 to 200 works perfectly. BD

    Looks like this:

    Spoiler
      LAYERS = [
                   ["gnd" ,  1, 255, 0, 22, 22, [], nil, ],
                   ["high", 200, 255, 0, 23, 23, [], nil, ],
                   ["shd" , 241,  85, 2, 25, 25, [], nil, ],
                   ["anim",   1, 255, 0, 26, 26, [0,1,2,1], nil,  ],
                   ["rati", 240, 255, 0, 27, 27, [], [0.5, 1], ],
              #["water", 50, 255, 0, 24, 24, [0,1,2,1], nil, ],
        ] #
    I've been wondering... is there a way to make the top layers a little translucent when the player goes underneath?
  5. ct_bolt said:
    Thanks so much for this awesome script! :rock-left: :D :rock-right:

    Setting it anywhere from 101 to 200 works perfectly. BD

    Looks like this:

    Spoiler
    I've been wondering... is there a way to make the top layers a little translucent when the player goes underneath?
    I actually modified the script so I can determine each event's Z position separately if I want to :)
  6. RaZzi said:
    I actually modified the script so I can determine each event's Z position separately if I want to :)
    Nice idea, care to share? Perhaps CC_Yellow might even want to check that out. ;)

    Also... any idea about this:

    ct_bolt said:
    I've been wondering... is there a way to make the top layers a little translucent when the player goes underneath?