Then, just before deployment, you exchange the symbol sheets of the tileset with the transparent sheets, making all symbols vanish while keeping their tileset settings to those tiles. Then you paint your parallax map with that tileset - if a tile has no symbol for passability you'll know that you still need to set it.Īnd you'll be able to see all the set passability in the editor without switching to region, which is better for working on events. That means directional passability, ladder (if needed) and so on.ĭuring development, you use a tileset with the symbol sheets, placing them with whatever passability you want on that specific tile (the tileset settings need to follow the symbols). Im sure with some dedication and planning, you can make some really nice set pieces and fogs with those resources. More advanced fogs can totally be done with some parallax mapping, scripting and probably lighting scripts working in unison. You'll need two sets of tilesheets, one completely transparent for both A2 and B, and one for A2 and B that contains symbols for all possible passability settings. There are also some pretty basic fog scripts to my knowledge. Sprites are scaled appropriately and use additional code to determine whether they are visible, because of cut-off distance. It would probably be better for you to kick out region restrictions and use the original way to create passability for parallax maps, but that is a lot more work (although it gives full passability options, not only the simple go/no-go. Thread starter Ishuuwu Start date Tags parallax map Ishuuwu Villager. Ultra Mode 7 simulates the Mode 7 rendering mode from the SNES by using 3D rendering (hence the 'Ultra'). Click to expand.That sounds as if you have a mixture of passabilities from both upper and lower layer.
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