New account registration is temporarily disabled.

QUICK QUESTION REGARDING BACKGROUNDS

Posts

Pages: 1
I am interested in RPG Maker ACE, but am not sure about a certain aspect of the game design process. Are you able to use single image files as a background/world you move around on and then place sprites on the pre-made background or are you limited to placing sprites only?
You mean parallaxing? You will need to make the picture fit a 32x32 grid and take care where edges are since default movement is set to a 32x32 square (though it can be broken by scripts) but yes, if you've knowledge you can do so.
author=Liberty
You mean parallaxing? You will need to make the picture fit a 32x32 grid and take care where edges are since default movement is set to a 32x32 square (though it can be broken by scripts) but yes, if you've knowledge you can do so.


I don't think that's it. Per say if I want to use a 2048x2048 PNG Image that has grass, trees, rocks, water already drawn on it as my map image then place sprites on it. I'd hate to have to import all of these maps I made into tiles then place them.
That is parallaxing.

Taking an image and putting it below the sprite layer (a parallax) so that the sprite can walk on it. You'd have to block off parts that can't be walked on with invisible tiles set to same as hero (x), and if you wanted anything to overlap the hero (like a tree top) you'd have to make it a separate image and use it as a picture layer. Movement is defaulted at 32x32 - as is map grid - so you'd have to work that into it or find a script to allow different movement amounts. You'd also have to

Frankly, though, for the record 200+ will make an Ace map lag to hell and back if it has a lot of events on it and over 500 will usually lag without events. 2000 may be a liiiiiiittle bit of a stretch.

Try it out and see if it works for you, though.
author=Liberty
That is parallaxing.

Taking an image and putting it below the sprite layer (a parallax) so that the sprite can walk on it. You'd have to block off parts that can't be walked on with invisible tiles set to same as hero (x), and if you wanted anything to overlap the hero (like a tree top) you'd have to make it a separate image and use it as a picture layer. Movement is defaulted at 32x32 - as is map grid - so you'd have to work that into it or find a script to allow different movement amounts. You'd also have to

Frankly, though, for the record 200+ will make an Ace map lag to hell and back if it has a lot of events on it and over 500 will usually lag without events. 2000 may be a liiiiiiittle bit of a stretch.

Try it out and see if it works for you, though.


Okay, I've installed the program, but for the life of me can't figure out how to place the image on the background. The background itself is very small. How do I enlarge it and how do I place the image on it?

Thanks in advance.
I've figured out how to add the parallax background, but the character is stuck in one position and won't move around on it unless I place tiles, but the tiles go over the background graphically. Do I need to create some sort of custom transparent A tile to place on it?
TehGuy
Resident Nonexistence
1827
author=jc3bull
I've figured out how to add the parallax background, but the character is stuck in one position and won't move around on it unless I place tiles, but the tiles go over the background graphically. Do I need to create some sort of custom transparent A tile to place on it?


a tileset with a single 32x32 square will do. Just make sure said square is set to not be passable (an X) in the Database and all the transparent ones set to passable (an O )

Basically, this is what it should look like. Anywhere you DONT want the character going should be marked with said tile

Also, Yanfly's Parallax Lock script may be of use to you
Pages: 1