Galv's Layer Graphics (fogs, parallaxes, mapping)

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Started by Galv 241 posts Page 10 of 13 View original ↗
  1. Galv said:
    The layer graphics and their x,y positions are in pixels. Each tile is 48 pixels by default, so moving the layer around would need to move 48 to move a tile.
    You might want to use the static layer option, too.
    Also noticed one thing. When event moves to layer which has z=5, it is still above the layer. Is there any way to place events under layers?
  2. Make the layer z value higher.
  3. Hey... I'm a little late to the party here, but I am looking for someone who is familiar with Galv layer graphics plugin. I have read through all the literature, looked at the Demo and think I am doing things correctly, but it isn't working for me, so obviously I'm doing something wrong. Is there any way I can get some help with this plugin?
  4. Crossbow said:
    Hey... I'm a little late to the party here, but I am looking for someone who is familiar with Galv layer graphics plugin. I have read through all the literature, looked at the Demo and think I am doing things correctly, but it isn't working for me, so obviously I'm doing something wrong. Is there any way I can get some help with this plugin?
    Hi there!

    The best way to find help is not only to tell but show what you are doing and tell exactly what you are not understanding.
    If perhaps you don't know what you don't understand, you need to show how you set up everything, and maybe someone else will see and point that out for you.

    So, how you are setup the layers? Via plugin command or map note tag? Can you show to us the folder and filenames of the layer images? Screenshot of the plugin commands or map note tags...
    Is there an error pop up? can you show that?
  5. Thanks for clarifying what I should have posted...

    I got it to work by putting in the refresh plugin command first, then the static layer command, and I also raised the Z level. Thanks for your interest in helping, but I'm good to go now!!
  6. Hi everyone,
    Happy to see that this is still active, given how usefull this plugin is.

    I'm using MV.
    I had a question: would it be possible (by a trick I have yet to learn) to make it so one layer is in fact a "collision map". I mean by that that what would be on this layer would be unpassable. Not that the character would go above or under, but that it would block him.
    Thanks for any help!
  7. Sorry, this plugin doesn't do collision.
  8. Many thanks for your answer. I can't seem to find any map collision plugin (or trick) now that QMovement can't be used on my project, and that HIME's collision map is not an MV plugin. Still looking ><
  9. Hi, I'm having the following error with the Layers plugin. I'm using MZ. I have never experienced an error like this before. If I disable the plugin everything works fine. Is there a limit on map size? This map is 50 x 50. Has anyone had this happen before?

    Thanks!

  10. Not knowing exactly how it's set up, try changing the z value of your layer.
    For example, if it's 0, try making it 1 (or it could be a decimal if it needs to be bigger than 0 but smaller than 1.)
  11. Galv said:
    Not knowing exactly how it's set up, try changing the z value of your layer.
    For example, if it's 0, try making it 1 (or it could be a decimal if it needs to be bigger than 0 but smaller than 1.)
    Wow, thank you for the fast reply!

    Here is the current settings for the two layers:

    LAYER_S 0 Base 0 0 255 1 10 0 0
    LAYER_S 2 Top 0 0 255 5 10 0 0
  12. Assuming it's your base layer - change the z value from 1 to 1.1 and see if it fixes it.
  13. Galv said:
    Assuming it's your base layer - change the z value from 1 to 1.1 and see if it fixes it.
    It solves the map flickering issues, but it seems the tile-set is not displaying properly. I can work around this though. Thank you for your help and for designing such awesome plugins!! Here is a video to better explain. Am I missing something obvious?

  14. I don't really understand - does your layer graphic have ground that covers your lower layer tileset objects?
  15. Galv said:
    I don't really understand - does your layer graphic have ground that covers your lower layer tileset objects?
    I don't understand either. No, my top graphic layer is attached below. The entire middle area is transparent. It is really strange. I'm glad it isn't something obvious. I'm going to try recreating the map and making it smaller. I can't think of any other reason?
  16. Hi, can someone help me?

    Plugin works fine, however when I press "test" function, I get this error.

    This
    rmmz_managers.js:2032 TypeError: Cannot read property 'match' of undefined
    at Game_Map.createNoteLayers (GALV_LayerGraphicsMZ.js:572)
    at Game_Map.setup (GALV_LayerGraphicsMZ.js:562)
    at Game_Map.setup (GALV_CamControlMZ.js:256)
    at Game_Player.performTransfer (rmmz_objects.js:8171)
    at Scene_Map.onMapLoaded (rmmz_scenes.js:677)
    at Scene_Map.onMapLoaded (GALV_CamControlMZ.js:317)
    at Scene_Map.isReady (rmmz_scenes.js:669)
    at Function.SceneManager.updateScene (rmmz_managers.js:2101)
    at Function.SceneManager.updateMain (rmmz_managers.js:2059)
    at Function.SceneManager.update (rmmz_managers.js:1938)

    These are the lines for errors.

    Error lines
    Game_Map.prototype.createNoteLayers = function(mapId) {
    // CREATE MAP NOTE CONFIG HERE
    let txtArray = $dataMap.note.match(/[^\r\n]+/g);
    if (!txtArray) return;

    for (i = 0; i < txtArray.length; i++) {
    if (txtArray.indexOf("LAYER ") >= 0) {
    let config = (mapId + txtArray.replace('LAYER','')).split(" ");
    // If layer doesn't already exist, create it:
    if (!this.layerSettings[mapId][Number(config[1])]) {
    Galv.LG.createLayer(config);
    };
    };
    if (txtArray.indexOf("LAYER_S ") >= 0) {
    let config = (mapId + txtArray.replace('LAYER_S','')).split(" ");
    // If layer doesn't already exist, create it:
    if (!this.layerSettings[mapId][Number(config[1])]) {
    Galv.LG.createLayerS(config);
    };

    And

    This one as well
    // Setup map notetag layers
    this.createNoteLayers(mapId);

    for (let obj in this.layerConfig()) {
    obj.currentx = 0;
    obj.currenty = 0;
    };

    When I disable layer plugin it works fine, when I enable it, it doesn't allow me to start the "test".
    I'm not good at Java, so can someone please help or do I have to keep disabling it when I want to test stuff?
  17. If it happens directly when you attempt to test your project, it might be related to a plugin conflict. I am guessing perhaps a plugin that changes the default menu to something that uses a map?
  18. Galv said:
    If it happens directly when you attempt to test your project, it might be related to a plugin conflict. I am guessing perhaps a plugin that changes the default menu to something that uses a map?

    I use VS plugins, however I have don't have main menu changed. I use options core and items equip, which changes options and items menu. Tried disabling them, but to no avail.

    As for plugins that use map, there are few that come to mind, but I disabled them all and only left this plugin ON. I still have the same error with it saying " cannot read property "match" of undefined "

    Only thing that comes to mind is that RPG Maker MZ got an update which is interfering with your code, but since I know nothing of Java, I am helpless :(

    Is there any way I can fix this?

    Thank you in advance!
  19. This thread is for the MV version of the plugin.

    Make sure you are using the MZ version:
    MZ Layer Graphics
    Also, some other error-trapping ideas you can try:
    Errors Using Plugins
  20. Galv said:
    This thread is for the MV version of the plugin.

    Make sure you are using the MZ version:
    MZ Layer Graphics
    Also, some other error-trapping ideas you can try:
    Errors Using Plugins
    Ah my bad, I found out about this on a random search and thought it would be a good place to ask.

    I am using MZ version.

    I tried all of those and now I am on number 10 :frown: