For example, a default RPG Maker MV map size is 17x13 - so the parallax size would be 17x48 x 13x48, or 816圆24. D Just make sure they are divisible by 48 (for MV. Thank you. Hey I am sorry for bothering you all again but I have a couple of questions about Parallax Mapping. Do you mean that smoke effect I guess that would be called an animated parallax. In addition, please respect the effort represented in the body of work present in Granny's Lists and do not copy them without permission. If you decide to continue with tiles, I would say that making maps gets easier as you go on, and you will get better results than when you start. Many sites' terms and conditons have been translated from Japanese here. Although some people get very impressive looking results with parallax mapping, I personally prefer to use tiles. I have seen several maps that had a very bad color balance partly as a result of being an over-edited parallax map.Please make every effort to use the materials linked here according to the posted Terms and Conditions of the artists, and always credit those who contributed to your game. It is very tempting to fiddle around with the colors, and color balancing is actually very difficult.You really don’t want to hand draw all these around your edges. Also you will lose the proper “edge” between terrains that the autotiles have. Parallaxes are usually static, water and other animated stuff can be a huge issue.By breaking up the grid you can run into trouble when it comes to passability issues.For parallaxing you have to place the passibilities later for each map in the engine. If you have these tailored tileset for an area, you can make many maps with it after spending that amount once in the graphic program and setting up the passability.Some well tailored tilesets can often do a similar or even the same result for your map.
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