0=ground, 1=player, 2=parallax, 3=shadow, 4=parallax2, 5=light/showpicture ... basically that
Galv's Layer Graphics (fogs, parallaxes, mapping)
● ARCHIVED · READ-ONLY
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Sorry for this possibly dumb question but does anybody know if there's a layer that's the same as player? Using two-tile high sprites and if I stand below one layer, the top half (say a tree) still shows up over the player sprite. Or think of it as standing over the same sprite the player is standing on top of the tree.
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1= player player level so u can put it as that but in your situation, i would suggest parallax mapping with half layer above and half layer below
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Probably should have made it clear that I'm using tall character sprites.
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Hello Galv,
I find your plugin recently, and I came across a small situation (a noob situation :p).
I saw in a video tutorial about the plugin, teaching to put the LAYERS commands in the "Note" of the map
and so I can't load two LAYERS at the same map at the same time.
I would like to know how do I load two different layers on the same map and at the same time this way.
And if that's not possible, how can I do that?
Since now thanks for your attention. This plugin is amazing! -
You just need to give different ID to each layer and everything will be fine, check the plugin's "Help File" with care, we can't give much more information than what the "Help" already gives.
Here you'd have for example:
LAYER 1 uvover 0 0 255 1 0 0 0
LAYER 2 soulfog 0 0 255 2 0 0 0
(You'll have to check the Help file to know what all the "0" mean, it's just about behavior settings.)
Good luck! -
Hello KaYsEr,
First, thanks for ansewer my question; :D
I tried to do this, in the Help talks about the following sequence for code:
LAYER MAPID ID GRAPHIC XSPEED YSPEED OPACITY Z XSHIFT YSHIFT BLEND
Theoretically the command should be:
LAYER 2 1 UVover 0 0 250 1 0 0 0
But when I put it like this, I get an error message when starting the map (Failed to load:img/layers/1.png)
seems my plugin interprets "1" where it should be the "ID" as the "GRAPHIC".
I tried this way you told, just to see if my two layers will appear together and then I could change the opacity, speed and z:
LAYER 1 uvover 0 0 255 1 0 0 0
LAYER 2 soulfog 0 0 255 2 0 0 0
But keeps showing only one of them. :( -
Theoretically the command should be:
LAYER 2 1 UVover 0 0 250 1 0 0 0
But when I put it like this, I get an error message when starting the map (Failed to load:img/layers/1.png)
seems my plugin interprets "1" where it should be the "ID" as the "GRAPHIC".
No just get rid of that "1", this command is for when you use the "plugin call" in the event, but here you use a MAP NOTE so the plugin already knows which map you're "talking about", it would be redundant to add the MAP ID again. ;) -
No just get rid of that "1", this command is for when you use the "plugin call" in the event, but here you use a MAP NOTE so the plugin already knows which map you're "talking about", it would be redundant to add the MAP ID again. ;)
Wow, I didn't know abou this, It's working fine now.
Thanks a lot. :D -
Hey!
After a long time searching and testing other plugins for parallax map, I finally found and tested yours. Dude thanks a lot for this contribution.
I just tested in a deployment for android, RM MV 1.6.1 +, with the following plugins, and so far everything working.
Image
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I was looking for an alternative from Bind Pictures to Map and this is exactly what I'm looking for. Thanks!
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Thank you galv! it´s working with 1.6.1
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Hi Galv,
Is there any way to have a overlay image using your plugin to be centered on your character/screen? I am trying to make a sandstorm where the edges of the screen are obscured, and over that it shows the sandstorm whisking by.
The only way I can do it now is to set the overlay image obscuring the corners of the screen as a picture, but problem is, the dust and sand particles flying by are under the picture layer.

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@Switz I think you have to put the layer with this plugin commands, and put the CHAR to "-1" (without the quotes).
LAYER_S MAPID ID GRAPHIC X Y OPACITY Z BLEND XANCHOR YANCHOR CHAR ROTATE
Hi guys! Anyone have this error? I can't remove a layer from my map.
SOLVED]i put the map notetag(Map06_Ground is the name of the file):
LAYER_S 1 Map06_Ground 0 0 255 -1 0 0 0 0 0
And use the plugin command in a event in the same map:
LAYER REMOVE 6 1
But i keep getting the error:
Also i'm trying to add the static layer with plugin command, in a different map, and its not working too. When i transfer to map id 6, the layer is not there.
LAYER_S 6 1 Map06_Ground 0 0 255 -1 0 0 0 0 0 -
Hey, I find compatibility issues with HimeWorks_PreTitleEvent.
In hime plugin, I have set to use the maps as a title screen.
If a map has a note with Layer_S,
Example: "LAYER_S 1 Map06_Ground 0 0 255 5 0 0 0 0 0",
The command "Return to title screen" doesn't work.
it gives this error back:
When I remove the HimePlugin, it works. -
The only way to fade layers is by changing the opacity. There are no commands for fade in/out. There is an example in the demo.
Experiment with the numbers to see where the layer appears in the Z order. Remember you can use decimal places if required.
I had luck with this method for fading layers (you'll also need the plugin to allow variables to be called using "v26" method: YEP plugincmdswvar) -
Hey Galv,
I've got a strange issue with your plugin.
I made a 40x40 sized map with 2 layers (1st at Z=0, 2nd=overlay at Z=5). I used the water tiles to get animated water. Therefore layer 1 is below the tileset. But strange things did happen, when my character reaches the top of the map. Somehow layer 1 changes priority and covers the tileset/animated water. You can also see now that I drew the sand texture above the edges of the river. Usually this should be hidden when covered by the water tiles.
Here some pictures
Pics
I wrote the plugin commands into the map notes:
LAYER_S 1 WaldOL 0 0 255 5 0 0 0 0 0 (-> for the shadow and light overlay)
LAYER_S 0 Wald 0 0 255 0 0 0 0 0 0 (-> for the ground, that should be below the tileset)
Any idea what's the reason for this? -
Hi!Hey Galv,
I've got a strange issue with your plugin.
I made a 40x40 sized map with 2 layers (1st at Z=0, 2nd=overlay at Z=5). I used the water tiles to get animated water. Therefore layer 1 is below the tileset. But strange things did happen, when my character reaches the top of the map. Somehow layer 1 changes priority and covers the tileset/animated water. You can also see now that I drew the sand texture above the edges of the river. Usually this should be hidden when covered by the water tiles.
Here some pictures
I wrote the plugin commands into the map notes:
LAYER_S 1 WaldOL 0 0 255 5 0 0 0 0 0 (-> for the shadow and light overlay)
LAYER_S 0 Wald 0 0 255 0 0 0 0 0 0 (-> for the ground, that should be below the tileset)
Any idea what's the reason for this?
For your own good, in the map notes, put the Layers command in order:
Layer 1
Layer 2
Layer 3... Etc.
Don't put the layer ID in 0.
Start with 1, then 2, etc.
Also on the layer for the ground, try to change the Z value for -1 instead of 0. -
Hi!
For your own good, in the map notes, put the Layers command in order:
Layer 1
Layer 2
Layer 3... Etc.
Don't put the layer ID in 0.
Start with 1, then 2, etc.
Also on the layer for the ground, try to change the Z value for -1 instead of 0.
Thank you so much :3 Setting the z value to -1 fixed my problem. -
Hi guys!
I'm having an issue with the plugin. I'm using the following plugin commands in a parallel process:
LAYER_S v20 1 reveal v12 v13 255 200 0 0.5 0.5
LAYER REFRESH
var 20 = map id
var 12 = player x
var 13 = player y
I'm trying to create a layer centered on player's x and y that doesn't move with the player (so CHAR = -1 doesn't work for me, as it makes the layer move with the player). The commands above create the layer. It is supossed to be created centered in the player's x and y, but instead of that it is created centered in the map's coordinates 0 (x) and 0 (y). I'd been hours looking for what I'm doing wrong, but I'm unable to find it. Can you check it out and tell me what am I doing wrong?