I am using a script for this, but I am curious if this can be done with out the use of script. Can you fix pictures to a map so that they do not move, with out a script? (this would be for larger maps)
How possible is it? Fixed Pictures
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It may be possible to do it with a parallel process event and a script call to move the picture, using the map display coordinates to position it. But it might look a little jittery (haven't tried it).
However, because you're pulling the interpreter into it and calling other methods to carry out the process, it will take MANY more lines of code being executed to accomplish. I'd stick with the script, as long as it's a good one. -
It's probably smarter to use Events rather than Pictures if you want to display something "on the map".
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it's not smarter either since too manyt events will lag you out.
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Are you saying that putting a picture onscreen and constantly changing its position can be more lag-efficient than simply putting a decorative event onscreen, or do you have another way?it's not smarter either since too manyt events will lag you out.
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Say you're using a picture to obscure a large portion of the screen and leave the center lit up (ex. torchlight effect). This isn't something you can do with a decorative event on-screen. You would want a picture and you want it to move when the player moved.
Now, say you wanted the same sort of effect, but with stationary lights (ex. streetlights). You'd need the picture to stay fixed to the map, rather than follow the player around.
Neither case is something you can accomplish with a decorative event. :) -
Yes. I've done this for omori and pictures are a lot more efficient than events.Are you saying that putting a picture onscreen and constantly changing its position can be more lag-efficient than simply putting a decorative event onscreen, or do you have another way?
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Well, I just learned something new. :) Thanks, you guys.
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Can you explain WHY the picture is more efficient than the event? A picture wouldn't affect the passability, but the event might (though only in the 32x32 area where it sits, which might have disadvantages). Using a picture with an event to continually reposition it so it doesn't follow the player is using both a picture AND an event.
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It depends on what you're trying to do. In my case I have 3 layers of pictures overlayed on top another to create a map. And then that event is erased.
Alternatively when I'm trying to animate 12321321321 objects on the map, it's much more efficient to just make them pictures than events especially when they have a consistent frame count. It's hard to explain as it is a game by game basis. But for what I'm doing, events would drop my fps to 15~30 FPS when with pictures I retain my 60 FPS speed. I also use regions for collissions instead of just tiles or events.