OcRam - Layers plugin (for MV)

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Started by OcRam 202 posts Page 10 of 11 View original ↗
  1. KotoYama said:
    Anything beyond layer 2 just won't appear on my map.

    View attachment 198339

    View attachment 198338
    Thank you for the message,

    In MV 3 layers per map is maximum. In MZ there are no limitations (except hardware).

    OcRam said:
    Yes 3 layers in MV version of Layers is maximum, but I have just released ALL my MZ plugins where Layers -plugin allows unlimited amount of layers (also has dedicated layers for parallax mapping to speed things up).

    But I should mention that MZ -plugins may have different notation syntax & plugin commands are different. Also some features might have deprecated while some plugins may have new features.

    Using MZ -plugins in MV requires RETRO -plugin. Get RETRO here: https://forums.rpgmakerweb.com/index.php?threads/retro-mz-plugins-on-mv.135715/

    And OcRam MZ -plugins here: https://forums.rpgmakerweb.com/index.php?threads/ocram-mz-plugins.126684/
  2. Trying to change parallax's scrolling speed mid-game, any suggestions :D

    ◆Script:$gameScreen.setLayer_OC(1, 'B_GAUGE', 0, 2, 0, false, 255, 'loop:0,0');
    ◆Script:$gameScreen.setLayerParameters_OC(1, ['scrly=9', 'loop=0,0']);
  3. Hi @OcRam !
    Thanks a lot for this plugin it's helping me with my hand drawn maps.

    I'm just having a bit of an issue inheriting those images into the battle scene, i've checked everything in 'battle layer' parameters as true but it wont inherit into the battle.

    1637595309879.png


    I'm trying to make a foreground effect with layer 2 and then make a animated fire in layer 1. This is my batteback in photoshop:
    1637595201608.png

    then, in regular exploration, i have an event trigger those images before the battle

    1637595357269.png


    But it won't load in battle (The torch is only showing bc i put it in the regular battleback, i'm trying the foreground effect first)
    1637595430593.png


    This is my plugin list
    1637595671542.png
    1637595692629.png
  4. matgraz said:
    Hi @OcRam !
    Thanks a lot for this plugin it's helping me with my hand drawn maps.

    I'm just having a bit of an issue inheriting those images into the battle scene, i've checked everything in 'battle layer' parameters as true but it wont inherit into the battle.

    View attachment 207357


    I'm trying to make a foreground effect with layer 2 and then make a animated fire in layer 1. This is my batteback in photoshop:
    View attachment 207356

    then, in regular exploration, i have an event trigger those images before the battle

    View attachment 207358


    But it won't load in battle (The torch is only showing bc i put it in the regular battleback, i'm trying the foreground effect first)
    View attachment 207359


    This is my plugin list
    View attachment 207362
    View attachment 207363
    Thank you for the message,

    It seems that "fixed to map" is set to "true" in your plugin parameters (which is ok, but battle layers can't be fixed to map)

    This command forces ALL layer parameters: layer 2 my_foreground_pic 0 0 1 false 255 loop:0,0 anim:0,0 offset:0,0

    Or shortened plugin command (your default fade time seemed to be 255 which is instant) so this should also work for battles: layer 2 my_foreground_pic 0 0 1 false

    BTW: I really like Your art style! :)
  5. KotoYama said:
    Trying to change parallax's scrolling speed mid-game, any suggestions :D

    ◆Script:$gameScreen.setLayer_OC(1, 'B_GAUGE', 0, 2, 0, false, 255, 'loop:0,0');
    ◆Script:$gameScreen.setLayerParameters_OC(1, ['scrly=9', 'loop=0,0']);
    Thank you for the message and I'm really sorry for missing this post! Sometimes there's just too much happening at the same time - and then this happens...

    If you still need this - Here is answer:

    setLayer_OC opacity param seems to be 0 (invisible).

    And there seems to be slightly outdated plugin documentation:
    scrly = scrolly
    scrlx = scrollx
  6. OcRam said:
    BTW: I really like Your art style!
    Oh thanks a lot! :D:thumbsup-right:

    OcRam said:
    It seems that "fixed to map" is set to "true" in your plugin parameters (which is ok, but battle layers can't be fixed to map)
    Ohhh so that was it! Makes sense, i got it working: foreground, animation and even put a picture in multiply for added mood. Now i'm just trying to figure out how to hide those images flicking into screen the first frames, i'm guessing the problem is loading time, everything is full HD. Thinking maybe about screen transitions to make up and time Galv's Image Cache, that should help.

    Check it out:




    And thanks a lot for answering questions until today!
  7. Does this plugin allow me to make more dept on the background?
  8. FinnishEngineer said:
    Does this plugin allow me to make more dept on the background?
    Thank you for the message,

    It allows fore layers to scroll faster and layers below to scroll slower - if that is what you mean.
  9. I'm having conflict with SRD Camera Core, whenever i change the focus of the camera, the layers i set before change focus together, even though i'm marking them as fixToMap, if i change the focus of the camera i think it understands that the map changed, idk. This is how it looks:

    Focus on player:
    1648961678902.png

    Focus on event 30, but layer 2 came off
    1648961721540.png

    Here's the plugin command screen (fixToMap is set by default)
    1648961876374.png

    And here's the SRD plugin: https://dl.dropboxusercontent.com/s/ovjn1oguxnik3lx/SRD_CameraCore.js?dl=0


    Is there any work around it maybe? I want to use camera movements for cutscenes mostly, it doesnt necessarily have to work in real game time.
  10. matgraz said:
    I'm having conflict with SRD Camera Core, whenever i change the focus of the camera, the layers i set before change focus together, even though i'm marking them as fixToMap, if i change the focus of the camera i think it understands that the map changed, idk. This is how it looks:

    Focus on player:
    View attachment 221875

    Focus on event 30, but layer 2 came off
    View attachment 221876

    Here's the plugin command screen (fixToMap is set by default)
    View attachment 221877

    And here's the SRD plugin: https://dl.dropboxusercontent.com/s/ovjn1oguxnik3lx/SRD_CameraCore.js?dl=0


    Is there any work around it maybe? I want to use camera movements for cutscenes mostly, it doesnt necessarily have to work in real game time.
    Thank you for the message,

    Does layer 2 disappear (when focused to any event)? Or is it misaligned?
  11. OcRam said:
    Thank you for the message,

    Does layer 2 disappear (when focused to any event)? Or is it misaligned?
    Nah its just misaligned, its not supposed to be there on image 2, it moved together with the camera
  12. matgraz said:
    Nah its just misaligned, its not supposed to be there on image 2, it moved together with the camera
    Indeed it does misalign layers, but if you you provide 0 duration - it works! ...Must be something to do with displayX/Y (it seems that camera transitions are made in SRD_Camera_Core with helpper variables).
  13. The sprite fuction keeps crashing my game (Uncaught TypeError: Cannot read property 'getSpriteId' of undefined). I'm not sure why, i've tried basically the same plugin command (just changed X and Y) in another project and it worked, i think maybe its conflicting with another plugin, i've also tried moving the plugin order but to no avail
    1652548802286.png

    I'm trying to make a 'hidden room' effect, so i'm trying to overlay a black square over the Layer 1 (the top of the walls) and when the player step in the room, the black square will fade and reveal the hidden space. I was first testing with a place holder event just to set the sprite in place, but i just get crashing
    1652548996725.png1652549338699.png

    My plugins prints:
    1652549241873.png
    1652549199599.png

    1652549272666.png


    Also, even in the other project, where i managed to work the sprite function, i couldnt make the fade effect to work, it kept clearing the sprite instantly regardless the parameters i changed.

    Do you make any sense out of it?
  14. This is a really cool plugin, seems to play nicely with 32x32 tiles too.

    My question is: what would be the best way to use this plugin for simple parallax mapping, i.e. having one specific foreground for each map? I've currently made an event that calls the plugin command when entering a map, but that makes the foreground disappear when saving and loading the game. Seems like the best way would be to make a plugin/modification to this plugin to do this automatically - so that whenever a map is loaded, a corresponding foreground is also loaded. Has anyone done something like this?
  15. It looks like a cool plugin, but I have a problem. When I use plugin command the entire screen is filled with 1 color (first pixel of the image). I tried the plugin in a new clear project but this problem persists.
    Screenshots
    plugin_M.pngplugin_Par.pngplugin_clear.pngplugin_aftercomand.pngplugin_testimg.png
  16. Hi OcRam! First off, thanks for this awesome plugin. It's my hope I can use it to replace the problematic BindPicturesToMaps.

    I'm having trouble out of sprites though. Basically, I don't want to use layers b/c I don't want to have to go through the trouble of removing them every time I leave a map. So it sounds like sprites are what I want. I've got an image that's the exact height/width of a map, so it should align if I set it to top-left. However, that's not what I'm seeing.

    Below is an illustration along w/ the settings I'm using. I've got layer 0 zIndex set to 2 for reference. Basically if I use layer everything lines up. But if I use sprite everything is off by 1/2 a square. I figured out that I can set x to 0.5 instead of 0 and everything lines up. But is this a known issue?

    1682129531688.png
  17. Hi All,

    Maybe someone else has run into an issue with this plugin as well. But when I try to load a save I get this error:
    Screenshots
    Error 1.png
    Error 2.png

    I tried turning off all other plugins but no luck and I also get a similar if I try to load a save in the OC Ram demo file too. Has anyone else had this error and if so, have they found a way to fix it?

    Any help would be greatly appreciated. Oh I am using the MV version of the plugin, but the Demo I tried was for the RETROED MV version. I figured that was important information.
  18. @Random Panda there is also an MV demo (without RETRO).
    the MV RETRO version has MZ plugins in them, so download the
    normal version and see if you can replicate there or see what you miss.
    as it doesn't direct the Ocram plugin anywhere.

    so you either miss a parameter or a configuring in the parameter setting.
    double check those, if it persist, please report back.
  19. ShadowDragon said:
    @Random Panda there is also an MV demo (without RETRO).
    the MV RETRO version has MZ plugins in them, so download the
    normal version and see if you can replicate there or see what you miss.
    as it doesn't direct the Ocram plugin anywhere.

    so you either miss a parameter or a configuring in the parameter setting.
    double check those, if it persist, please report back.
    Thanks for the reply. I tested in the MV version as well and If you save in the parallax map and try to load it, it gives me the same error. I Sought help in the Javascript help section of the forums since I did not here anything here after a few days and this quick change seemed to fix it.
    RMMV - OC Ram Layers loading a save file issue.
  20. good to hear, easy fix it seems :)
    but I love the automatic idea from mac as well.

    good luck with your project further :)