Ok, so I have been having trouble with a certain bit of eventing. There is a graphic I wish the player to be able to look at whenever the want, however, the problem is the graphic is quite large. if i shrunk it down so that it would show all of the information the player needs in the pixel width / height of the screen, they wouldnt be able to actually READ the information because of how small it would be.
So then, my question is this - is there a way to make a pseudo scrolling effect, to go through multiple screens of this information at the players leisure?
kind of a
Section A Section B
Section C Section D,
So on and so forth? I've looked through the show picture commands, but the solution escapes me
Any help would be appreciated!
Help With Show Picture
● ARCHIVED · READ-ONLY
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you can use the move picture command - if the picture is larger than the screen, then moving it will change the part displayed.
However, you'll either need some tricky eventing in a common parallel event or a script to get the input for triggering the move -
So, how would that work? conditional branches checking to see the arrow keys are pressed, then moving the picture in that direction?
it would work with a loop command wouldnt it, so that it would be refreshing relatively quicky? Or am i just thinking about this wrong
Edit: I want the picture to be presented just like the sphere grid in FF10, showing all the paths/connections between "nodes", if that helps at all. -
yes, and no loop neccessary - parallels automatically loop, you'll need a key to disable it...
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I do this all the time, but it requires intermediate knowledge of variables.
Basically, you use conditional branches to check for button input, and based on a variable that keeps track of 'where' you are on your picture, you move it around.
So if player presses right, add 1 to variable X. If he presses left, subtract 1 from variable X. Based on variable X, move the picture. And so on, and so on. -
I had this problem once on my first months on ace, And all the solutions seem too complicated for me,
So i came up with the most noobish Idea, Not sure if it'll work for you though.
I added a 'Fixed image' script, Then i transfer the player to a clear map and played the big picture with FIXED effect, and adjusted the map size to the image size, So the player could walk all over the map and view the entire image, And when ever the player want to exit, i added a parallel event for when button 'X' being pressed - 'Transfer Player' back to the previous map
*Edit: I forgot to mention, You'll have to disable menu access while on the picture map
Also need to add Erase picture command in the parallel conditional branch, And make sure it's before the the 'Transfer Player' command or else it wouldn't work, As well Enable menu access back -
guoib'ognaogber
Jonathan! thank you! Originally (this is way back when i started planning it out) I was going to have the player transported to the "sphere grid" map when they levelled up, and have chests and to open to get their level rewards.
But yeah, you totally just gave me a really cool idea, because can't i make it so that my imported image IS the map?(like the lighting overlays I see on some tutorials, i could just layer my picture over a passable map)
If thats something I can do, that would be sick! -
Yes, you can import an image into RPG Maker and use it as a map, it's called a parallax. Just copy and paste it into your parallax folder, and right click your map, select properties and select your picture. But you'd need a fix parallax script to get the picture not stay still and not scroll with you. Yanfly has one.