PARALLAX MAPPING OR CUSTOM TILESET?

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Hi!
Yes, I know. Me again. I'm working on a lot of stuff, so expect to see more of me in the forums :D

I'm working on a graphics upgrade for my first game, and I can't decide which I should go for. So I'll ask for some opinion. Which do you think is easier better? It's a puzzle/horror game. Check it out if it'll help support your point.

I can do a little of both, just so you guys know. And I'm not going to go full custom. I'll just edit what I have.

Thank you!
If it's your first game I wouldn't recommend going custom just yet. Parallax mapping seems to be a safer bet for now ( even if it is a bit time consuming ). Depends on how much time you are willing to spend on your maps. Otherwise, editing some of your existing resources is also a safe option. =)
Ah, Yuna no. I'm not making my first game, I'm upgrading it. Renovating it, so to say.

But thanks for the reply!
So it's a matter of time, huh...
You needs lots of patience for parallax mapping. XD That's why I stay away from it.
Though you have to admit that not being limited by tiles is great. And the results of Parallax mapping is generally 'flashier' than what tiles can offer...
SunflowerGames
The most beautiful user on RMN!
13323

I would recommend using the RTP tileset or any other tileset before doing either of those on your first build. And there is nothing stopping you from modifying existing tiles. Starting from scratch will be very tile consuming (ie. making your own tiles.)

But Parallax mapping is also time consuming (being the reason I haven't released a full game featuring it.) You can spend an hour just making one 30x30 map (Then decide you don't like it afterwards.) I still intend to release a game using parallax mapping someday, but it may take me a couple hundred years or so.




Maybe so, but unless you have a script that alters how you move on the map, you still have to stick to the 32x32 grid. That said, you don't necessarily need parallaxes if you clump your tiles together or are prepared to edit what tiles you do use quite a bit. I mean... Look at The Longing Ribbon, for example. Most of the base is Mack and RTP and that shit is looking sweet~


Quick example. Just by moving some trees around on the tileset, I made various kinds of overlap which looks more dynamic. You can use as many tilesets as you need in Ace - one per map if you really want - so it's quite easy to do. A lot easier than parallaxing, actually, since you have to make sure you fit the grid, have more than one layer (it's not just a ground layer. If you're going full ball into parallaxing there's upper, middle and other layers to consider and each one has to be aligned just right. There's a lot of work there.)

You could use a bit of both - that's what Sunset Over Imdahl does. Uses parallax layer for ground tiles, and the chipset layers in addition to picture layers. (An RM2k game almost 10 years old and it's still the best parallaxed game out there!)
Liberty, I can't do clumping since I'm doing man-made interiors. The original tiles of the game was simply a darkened 'dungeon' tileset from ace's rtp.
Though I guess I'll do a bit of both.

Thank you!
For parallax mapping if you use a program(iDraw) that can highlight in tiles and snap to grid, it's easy as pi. 3.14 and you're done.
Link, I'm using paint.net. It snaps to grid, but doesn't automatically highlight tiles. I can fire up a workaround though...
iDraw is the only program I've ever seen that can highlight in a customizable grid size. However it's limited in that it won't load images with a palette greater than 256 colors. Perfect for oldschool tiles, and newer ones that can be reduced without losing quality.
Take a look at Enelysion. It's an open game, if you have VX, but even if not, fun to play. All that was done by tileset mapping, use of events, and scripts. No parallax from what I can tell.

And it looks magnificent. In fact, I almost thought it was parallaxed until I looked inside and saw it wasn't.

So no, parallax is not a necessity. Sure, it gives you unlimited tiles and layers. As for tiles, though, Ace brings back unlimited sets, and even though each map has a set limit, it's hard to believe you'd need more than that limit per map... except maybe the overworld, and even then it's a stretch.

Unlimited layers is nice, but some of that can be resolved through tileset edits. Hopefully EB considers bringing this feature back in the next editor.

But the real issue, as was pointed out above, is that event tiles and placement and character movement is still confined to a set grid (32x32) unless you also find a pixel movement script.

Personally, by the time you consider everything needed for parallax mapping:

  • An image software like GIMP or Photoshop
  • A method to port your maps inside and outside of the maker (either manually or with scripts)
  • Scripts to lock the maps in place
  • Scripts for overlays
  • Remembering the limitations of the maker and character movement if you're not using a Pixel Movement Script
  • The dang-blasted auto-tiles which are much trickier and harder to parallax, meaning you'll either have to spend lots of time configuring this or having to do some mapping in the editor anyways at least for the auto tiles

Yeah, after all that, I'd much prefer to stay with the editor. Don't get me wrong, it'd be nice if EB considered moving away from the same tile-based mapping they've used over the past decade and try something new (perhaps a way to incorporate parallax features inside the maker), but it just seems too much like a time waster to do it the current way.
You just made my day, amerk. XD I should consider doing more mapping tutorials.
Truly a fan of your maps. I think many overlook the great tutorials from VX because they're focused on finding tutorials for Ace, not realizing many of the same tutorials can be replicated in Ace.

I have a long way to go myself and may never be able to produce high quality maps, but it's always encouraging to see these tutorials and at least gets me within a certain decent proximity.

The only real reason I'd consider parallax would be for blending features, so that changes between auto tiles like grass and dirt or even dirt and snow don't seem so abrupt.
unity
You're magical to me.
12540
I go with custom maps currently, but I have an idea that I want to try someday with parallax mapping.

This may or may not be feasible, but I was thinking of someday doing a game where I draw all the maps as their own special unique pictures, and use parallax to make it all work. If I do that, how would I do the bits that the player is supposed to be able to walk behind? (The ones where you put a star on them on the tileset) Do you just put that part of the drawing on a tileset and do it that way? I have never done parallax mapping before so I'm pretty clueless about it XD
author=unity
how would I do the bits that the player is supposed to be able to walk behind? (The ones where you put a star on them on the tileset) Do you just put that part of the drawing on a tileset and do it that way?

You can use tiles or pictures. Do pictures still show above everything else in the newer versions of RM?
In my opinion parallax mapping is only worth it if you're good with that kind of art in general. Changing different types of ground tiles to seemlesly flow into each other, special water effects, fancy stuff basicly.
Simply rearranging things to get rid of the "locked to the grid" look can be done with normal mapping too.
^Oh hai, Necro.

@amerk: Yes, those mapping tuts I did over at RMW are sadly overlooked ( they were some of the first tuts submitted to the site ). But hey, if a dev has that mentality that VX-tuts don't concern them because they're using a better engine ( Ace ), then it's not my problem. :p
Rave
Even newspapers have those nowadays.
290
I think parallaxes aren't needed as well. Not only they're heck to set up (you need separate picture for things above player), but they also take space (significantly bigger than regular maps). Well made tileset removes need for parallaxes.
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