If you've really done all on that list, besides someone taking the time look at your project and error trap what is happening in it, I don't have any other ideas, sorry.
Galv's Layer Graphics (fogs, parallaxes, mapping)
● ARCHIVED · READ-ONLY
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Ah well, was worth a try. Thank you either way for trying :DIf you've really done all on that list, besides someone taking the time look at your project and error trap what is happening in it, I don't have any other ideas, sorry.
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Uhm, I'm getting an error just by running the test with the plugin enabled:
line 40 is
* @default 48
which I suppose refers to the tile size.
Is it a plugin conflict?
But I'm still using the basic size, 48x48, for tiles...
I really wanted to givea try at map parallax T.T
EDIT:
Starting a new game seems to avoid the issue, at least for the test version. -
Yes, you'll need to start a new game after adding the plugin as it creates data on a new game, not on a file that was saved prior to adding it.
Also, just so you know, the error message you screenshot is not referring to a line number. -
When you experience a crash, press F8 and go to the Console tab. That error trace is what anyone needs to start tracking down a bug, and it includes line numbers.Uhm, I'm getting an error just by running the test with the plugin enabled:
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Hi @Galv , thanks for the great plugin!
However I encountered a bug when trying to test run specific events (Running "Test" from the context menu in an event).
I have actually found the cause of the bug and fixed it though it might require looking more into it:
Code:Galv.LG.Game_Map_setup = Game_Map.prototype.setup; Game_Map.prototype.setup = function(mapId) { Galv.LG.Game_Map_setup.call(this,mapId); this.layerSettings[mapId] = this.layerSettings[mapId] || {} // Setup map notetag layers this.createNoteLayers(mapId); for (var obj in this.layerConfig()) { obj.currentx = 0; obj.currenty = 0; }; };
When setting up a map in event test the mapId equals -1, so the resulting $dataMap exists but a little different - $dataMap.note in fact doesn't exist in this case.
So a simple check fixes this:
Code:Galv.LG.Game_Map_setup = Game_Map.prototype.setup; Game_Map.prototype.setup = function(mapId) { Galv.LG.Game_Map_setup.call(this,mapId); this.layerSettings[mapId] = this.layerSettings[mapId] || {} if (!$dataMap || !$dataMap.note) { return; } // Setup map notetag layers this.createNoteLayers(mapId); for (var obj in this.layerConfig()) { obj.currentx = 0; obj.currenty = 0; }; };
Thanks again. -
Is there a way to use this plugin so that layers don't repeat? Attached is an example of what I am trying to avoid. Thanks.
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Assuming you want to just put the ribbons on the wall? You could use map tiles or events for those.
The plugin does allow you to put non-repeating layers on, though. Look at the plugin command for the static layer (LAYER_S) and check the plugin documentation and demo for examples. -
So I tried using this Plugin and I downloaded the demo. Put in as a game under my game files like regular. RPGMaker will of course let me open the game file but when I try to playtest the demo, it does this. I have the file there in the layers folder, so not really sure what the issue is.
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Without more information, the error appears to say you don't have that image file in the correct folder. Double-check you put it in the correct place. If you have multiple RPG Maker project folders, make sure you're in the right one.
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I finally figured it out! I had seen that error before when it doesn't find a file or what have you but it was confusing because I saw the file there!
Well, it turns out that the event in the demo was asking for "002test.png"
But the file in the demo was "002Test.png"
I have no idea if I accidentally edited the file or what, but I'd have to assume so because so many people have used your plugin successfully without this problem so I don't know why else there would have been that little difference there.
It's weird though, because I was sure I hadn't touched anything there other than move the folder into the game folder but the main thing that matters is its working now.
Either way, thanks for the help, and the amazing plugin! -
I actually had one other question about this. Since you're supposed to create layers before you go to a given map, if I declare all the layers at the beginning of a large game, will that cause the game to run slower? Does it make a difference performance wise to create layers as you go to prevent this?
So if I create map 2 layer on map 1, I create map 3 layer on map 2 etc. Is that better than just creating everything at the start? -
It won't make the game run any slower.
Creating layers before going to a map (or using map notes) allows the layers to load their graphics when the map loads, rather then needing them to load during an event when already on the map. -
How to change layers when called by an event? I have parallax in the map comments, how can I change layers using the plugin command? For some reason, the plugin command does not change anything even after a refresh.

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Not enough information to know how you've set it up. But you can use the LAYER command and reference a layer ID without removing it first. The new settings will replace the existing layer ID.
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I'm trying to make it so I can show a picture (Show Picture command)...and I want the picture to display below a layer for an effect I'm going for. No matter what I try, like altering the Z value of the layer, the picture is always on top. Is it possible to get a picture to appear below? Thank you for any help, I really love this plugin.
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You can create a static layer that displays like a picture with the right settings. Then it will be part of the map z levels.
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Hello, is it possible to modify the plugin so that layers on the same z-plane are arranged based on the ID number?
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Hey there Galv,
I've been running into a problem with my game using Layer Graphics on MV. (I've also updated the NWJS and pixi, if that is relevant at all: 49.2 & 4.8.9 respectively)
In this case, it seems like I can only load 2 layers. The third layer will strangely get culled after moving 9 tiles below the event the layer image is tied to. Even weirder is that it does not get culled at all no matter how many tiles I am above and/or to the side of the event.
I would just place the anchor to be on the bottom of the image, but then I am running into an alignment issue, where the image will no longer align with the tiles. I tried using the nudge X/Y but it doesn't seem to do anything at all :LZSskeptic: As in, no matter the value I input, it does not nudge the image any amount.
I made a post about this problem in more detail here:
RMMV - Fidel & The Layer Graphics Problem
An update to that post since the last time I bumped it is that I have tried disabling all of my plugins to see if it's a plugin conflict. However, this did not change the results at all. I am still having the same problem.
Any help would be appreciated! :LZSsmile: -
It sounds like a z value issue. Make the z value below the layer the character appears on. You can use decimal values to put it between layers as needed.