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

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Started by Galv 241 posts Page 9 of 13 View original ↗
  1. cedr777 said:
    Good suggestion with the display picture command. I can achieve the same results with it but unfortunately, in my case I am using Irina's Visual Novel Busts Plugin that has an issue with layer order when paired up with the Show Picture commands. I also extensively Galv's layer graphics as a separate "Background Picture" folder (for organizational purposes )as well because my Picture folder is now at 500+ images and it's getting hard to navigate what I need whenever I need a specific background image for a scene in an event.
    Hmm, I see. There is an option for setting the coordinates of the layer using a Variable. You could in theory change two variables to player map x,y and then multiply the variable by 48, and adjust manually from there. I tried it for a few minutes, but ultimately seems like it might be more of a hassle than I thought, and likely not the ideal solution.

    It might be easier to see if someone can edit the Bust plugin you're using... basically you need the bust to show above pictures but below the message window? I'm not familiar with that plugin, but there should be some sort of way to change the Z layer it's drawing the busts to. Alternatively, see if any plugins exist that change the Picture Z coordinates (not sure if this exists yet). Good luck!
  2. Heya! Can anyone who is experienced with Galv Layer Graphic plugin answer some questions? :)

    After the previous plugin (upp_parallaxPro) caused issues with saving the game, I switched to Galv Layer Graphic. I have figured out the basics, but I do wonder if I can do more.

    First off, I can't make it work with plugin command. The map that I have created won't show up with a plugin command. It only works if I use Map Notes. I followed the instruction on Help, but it doesn't work.

    It is possible to have more than one parallax map? Like an over and under layer. With the previous plugin, I was able to use an over and under, so my characters can walk beneath tree leaves without looking like they are stepping over it.

    Any help would be appreciated. :D
  3. Check the plugin instructions again, make sure to read it all. You need to refresh layers if adding layers on the same map. And yes you can have as many layers as you need on any z level you need them on.
    I recommend downloading the demo to see examples.
  4. Galv said:
    Check the plugin instructions again, make sure to read it all. You need to refresh layers if adding layers on the same map. And yes you can have as many layers as you need on any z level you need them on.
    I recommend downloading the demo to see examples.

    I tried to open the demo, but when I did, it says "Unable to read file Actors.json
  5. Open the demo in your RPG Maker MV via 'Game.rpgproject', don't open the html file in a browser.
  6. Galv said:
    Open the demo in your RPG Maker MV via 'Game.rpgproject', don't open the html file in a browser.

    Thanks for the help. I managed to get your plugin to work how I wanted it. :)
  7. Thank you very much for this plugin and the demo which makes it pretty easy to use.

    However there are two questions left for me: What exactly does "char" do for static sprite layers? Does it make the layer move along if a certain object moves?

    And is there any way to apply a layer graphic only to a certain object? E.g. show a shadow only above the player but make it invisible for the rest of the map? I am thinking of sth. very similar like your "SHADOW DARKEN"-plugin but not tile based and instead based on real graphics.
  8. The 'char' setting lets you center the static layer on an event or player. In the demo, the red semicircle on the event is an example of that.
  9. I found that when your plug-in encounters horizontal and vertical circulation of the map, it will have problems. When you go to a fixed position, the foreground map will be refreshed
  10. EDIT: Forget it...! Got the Problem! ^^ Can't load Savegames from before adding the Layers. A new Game will start fine. Thanks anyway! ^^

    Btw can't I delete my own posts??? oO
  11. Puryfire said:
    Btw can't I delete my own posts??? oO
    No, you can't. We usually like you to leave the description of the issue as well as the solution, in case someone else has the same problem down the track.
  12. Puryfire said:
    EDIT: Forget it...! Got the Problem! ^^ Can't load Savegames from before adding the Layers. A new Game will start fine. Thanks anyway! ^^

    Btw can't I delete my own posts??? oO
    to fix that

    Code:
    Galv.LG.Game_Map_setup = Game_Map.prototype.setup;
    Game_Map.prototype.setup = function(mapId) {
    	Galv.LG.Game_Map_setup.call(this,mapId);
    	if (!this.layerSettings)
    	{
    		this.layerSettings = {}
    	}
    	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;
    	};
    };
  13. Restart said:
    to fix that

    Code:
    Galv.LG.Game_Map_setup = Game_Map.prototype.setup;
    Game_Map.prototype.setup = function(mapId) {
        Galv.LG.Game_Map_setup.call(this,mapId);
        if (!this.layerSettings)
        {
            this.layerSettings = {}
        }
        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;
        };
    };
    Thank you Restart for the Information.
    But... how do I have to use this? ^^ Do I have to change the Plugin? I am not really experienced with this Stuff. :p I am quite new to all of this.
  14. Shaz said:
    No, you can't. We usually like you to leave the description of the issue as well as the solution, in case someone else has the same problem down the track.
    Ah ok I understand. Then I won't delete my Post the next time. ;)
  15. Puryfire said:
    Thank you Restart for the Information.
    But... how do I have to use this? ^^ Do I have to change the Plugin? I am not really experienced with this Stuff. :p I am quite new to all of this.
    probably easiest to edit the Game_Map.prototype.setup in the plugin itself, just replace it with the code I had in the previous post.

    You could also save this:
    Code:
    Galv.LG.Game_Map_setupPatch = Game_Map.prototype.setup;
    Game_Map.prototype.setup = function(mapId) {
        if (!this.layerSettings)
        {
            this.layerSettings = {}
        }
        Galv.LG.Game_Map_setupPatch.call(this,mapId);
    
    };
    as a new .js file and import it as a plugin after galv layer graphics, either is good.

    Basically the issue is that an empty game map layersettings gets defined upon new game creation, but not upon savegame loading. This just checks to see if it exists, and if it doesn't, it creates one.
  16. Papillon said:
    Really fantastic plugin, but I'm getting a weird error. Whenever I use a layer graphic inside a battle and the battle ends the game crashes and I get "TypeError: Cannot read property 'graphic' of undefined". Disabling the layers before the battle ends gets the same result.
    I'm not quite sure why this is happening.
    Hey there!
    I recently discovered the same issue, but not within battle.
    Turns out that layers in the map note section cannot have an ID of 0 which wasn't mentioned anywhere, I think. Maybe that helps someone with similar issues.

    Thanks Galv for this great plugin!!
  17. Hi pals. Just started to use this plugin. I have a map 8x6, and 2 layers 8x6. How can I make layers appear right on the center and not on the left upper side? Because adjusting it but x and y doesn't give right positioning.
  18. 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.
  19. 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.
    yeah, I use static layer and 0.5 anchors to place layer closer to needed position. I guess I figured it out.