Hey guys, quick question here and presumably it's something really simple that I'm just forgetting about buttt......
As you can see by the first image I have taken the grass away from my A1 Water tiles so that I can overlay them onto a parallax background and they will still function (as per Fallen Lorelei tutorials). Problem is that in the editor and in game during playtest, the the tiles just end up as a static blue tile with no edges as per most of them in the second image. Any particular reason as to why this happens?
Regards,
Will
Parallax issue with A1 auto tiles
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could you tell me what plugin are you using, the problem may have to do with the z level of those parallax layer
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How did you configure the tileset with them?
Give us a screenshot of the tile set definition. -
I'm sorry but could you please elaborate on the tileset definition? Did a quick google search which didn't return anything overly relevant.How did you configure the tileset with them?
Give us a screenshot of the tile set definition.
I haven't set up any passages with the tileset as it is essentially used for visuals only.
I am using Yanfly Region Restrictions to limit movement areas.
In regards to Plugins, I have Orange Overlay for my layering.
I am currently using the Map004 image attached as my parallax layer, set in the editor (also set to be visible).
I am then applying a parallax via the <par> plugin command from the Orange Overlay script. That's about it. -
1) and what is the parallax you apply with the plugin command?
2) where on the map do you place the animated tiles? (On which part of the parallax picture) -
You need to make your parallax image the ground layer not on the parallax layer. Here's the Z order from bottom to top:
Parallax
Normal tiles of the editor
Ground layer
Player and Events
Par layer
Shadow layer
Light layer
Fog layer
So in order to have the animated tiles below your "parallax" image, it would have to be on a Z layer ABOVE the tiles. Hope that helps! -
Hmmm, after a bit of testing I have found that they animate correctly if I place some A1 ground tiles around them, and so my quick fix has been to change the parallax layer to the Overlay Ground Layer, remove my water tiles from my Overlay Ground Image and then place the regular unedited A1 water tiles as per normal with a grass tile around them.
It doesn't seem pretty but I guess it's working.
And Onslaught, I am aware of the Z layering, hence why I was removing the grass edging from my A1 tiles and placing them ABOVE my parallax layer in the editor. I did have to change to the ground layer to get my quick fix here working otherwise I would end up with unwanted grass tiles overlaying my parallax. But I'm still not sure why they are appearing as full, unanimated water tiles and don't seem to be functioning as A1 water tiles.
ANDAR, in my original image MAP004 image, the full square water tiles with incorrect edges were where I placed my A1 water tiles That was a screenshot of a playtest. The water tiles that appeared functional were the areas I didn't actually place any A1 tiles, and were just part of the parallax image itself.
Sorry about the undecipherable mess I'm replying with. Have a newborn baby in the house and it's 1am where I am so you could say I'm more than sleep deprived. Thanks for taking the time to unravel my mess. -
I think you misunderstood my response, congrats on the baby. On your ground layer make the area you want to be animated water transparent, literally just the water, and underneath that have your autotiles. You can cover more than what will actually show to eliminate that weird grassy bank. Then in game, the ground layer will cover any grassy areas from the autotiles but the transparent areas will show the water underneath. It looks like the water is on top, but it's not. I did this in my IGMC entry last year for a beach scene. It looked like the shore just disappeared into the water gradually but in all actuality it was below it and the entire map was just bucket filled with water autotiles and movement was from Yanfly's Region Restrictions.
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Nope, I understood clearly :p that's what I had done, but I was still having the issue of the water not animating. It wasn't until I surrounded the A1 water tiles with a grass tile that they began to animate as they're meant to. It's not pretty (in the editor) but it does the job, but I'm just not sure as to why these particular tiles aren't when they are placed amongst only themselvesI think you misunderstood my response, congrats on the baby. On your ground layer make the area you want to be animated water transparent, literally just the water, and underneath that have your autotiles. You can cover more than what will actually show to eliminate that weird grassy bank. Then in game, the ground layer will cover any grassy areas from the autotiles but the transparent areas will show the water underneath. It looks like the water is on top, but it's not. I did this in my IGMC entry last year for a beach scene. It looked like the shore just disappeared into the water gradually but in all actuality it was below it and the entire map was just bucket filled with water autotiles and movement was from Yanfly's Region Restrictions.