Multiple Map Layers

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Started by Vlue 20 posts View original ↗
  1. Multiple Map Layers v1.0
    By Vlue
    Introduction
    Ermagerd, I have no idea what to name this. But let's carry on, this script let's you layer one or two maps on top of another! Even if they have like different tilesets! Which is the point. Is this considered parallax mapping? I don't really know what that is... anyways.

    I must note that this script isn't too cleaned up, this is to any of you who actually look past the header and be all what the heck. I plan to tidy up eventually. But it works, for the most part, from the little bit I tested. And if it doesn't I know y'all won't let me forget it! :3

    Features
    - Squish 2-3 maps together to make a mega map.

    Screenshots
    Maybe later.

    How to Use
    Instructions in script.

    Script
    Grab it here! http://pastebin.com/KXbFkx9s

    Credit and Thanks
    - By Vlue
    - Free for use in any project, commercial or non-commercial with credit given, woo
  2. Having fun with this one! Thanks so much. Now I have full control over my maps. BD No more limits. :rock-left: :cutesmile: :rock-right:

    Any upcoming feature idea's for this one? I can't really think of too much else... maybe opacity...

    Thanks again Vlue! :)
  3. Well, aside from cleaning it up, infinite # of layers, tinting (and opacitying) specific layers, thats about all I can think of for now.
  4. Whoa, this is the first time i see the tileset rules being broken without proper parallax.

    I tested it in my game, and i saw that if the copied map is smaller than the base map, the copied map loops but only the first copy mantains the passability settings of the copied map. 

    I am creating a big worldmap, with no tiny icons indicating locations, so more tilesets between maps would greatly add to the visual aspect of my project, as i could (try to) make gorgeous outside castles and towns, without limiting the tilesets of the world map itself.

    So basically, if the copied map only repeats once and if i can target a X,Y origin at the base map, this could be done. Another option would be to change your copy/paste map data to be able to mantain the tilesets of the copied maps, but i think this option is much harder.
  5. Huff, it's looking like the looping tileset thing is there to stay, however...


    There we go, cleaned up the script, and now instead of just 1 or 2 silly layers you can have an infinite number of extra maps squishing on top, the only caveat however, is that they all do have to be the same size. As it currently stands, I'm not seeing a way around that, but regardless, minor thing! Enjoy~
  6. So if i make a map with only some non empty spaces (to be copied), and if both maps are the same size, the copied portions will be at the exactly X,Y location in both maps?
  7. Right, if you have a base 50*50 map, and layered a blank 50*50 map with a house at let's say.. 20,30, that house will be at 20,30 on the base map.
  8. I gotta try this... btw, since I can't test right now I need to ask, what happens when you squish the maps? does it create a new map containing the objects of the combined maps?
  9. It's just the base map, with the tilemaps of the other maps pasted on it. Any events from the other maps are ignored. I just liked the sound of squishing maps together.
  10. Oh... cool... this will be nice... making map layers in different maps then squish... XD
  11. Vlue said:
    Right, if you have a base 50*50 map, and layered a blank 50*50 map with a house at let's say.. 20,30, that house will be at 20,30 on the base map.
    Whoa, this deserves a donation. What a productive week you got here!!!  :rock-right:
  12. With this script, i can import imense tilesets?
  13. I'm not sure what you mean. Each map uses it's own tileset settings though.
  14. Hey Vlue, 

    I just found your script and the idea was really cool so I gave it a try. Unfortunately it didn't work with me. I know for sure I did something wrong... but I am not sure what exactly... here is my setup.

    Spoiler
    z0oMILa.png

    This is the base map with the note thing you mentioned we should do in your script.

    ixkkShH.png

    This is the layer I want over the base map.
    Not sure what I have done wrong there...

    Thank you very much in advance.

    Vallar.
  15. It's the zeros, they'll mess you up. 043 does not equal 43, and etc. (Don't ask)


    If you change that notetag to.. <LAYER43 42> however. Then it should work. (Also the first number is arbitrary and the second number is the id, so if you are trying to layer map 43 over 42, you'd do: <LAYER1 43> )
  16. Oh, I see... I knew I was doing something wrong >.>. Thank you very much, Vlue!

    EDIT: I did exactly as you mentioned and removed the "0" and I made the first number 1, still didn't work. Sorry to bother you again, but I am not sure what am I missing (it is the same exact setup).
  17. Bump, still looking for a solution to the problem above. I did what you mentioned but it didn't fix the problem :/

    Thank you very much.
  18. Ah, I don't get notified when you edit a post. You can always remind me by PM :p


    If you have it as <LAYER1 43> in the notebox of map 42 then it should by all means be working. If it is not another script may be interceding. Try placing this script below all others and see what happens.
  19. I guessed as much. Sorry, I was just afraid to post again and that would be against the rules... had to wait all that long.

    But allow me to say you are just a genius Vlue, truly you are. It worked like a charm. 

    Thank you very much *bows in respect*
  20. Just to make sure I understand what this does. If I make one map with a row of trees, and then make another map, similar in size, and make it have a row of different color trees moved slightly to the left or right than my original, I can "combine" them and make both layers of trees show up as if they were one map?

    Spoiler
    lebadexample.png