PICTURE SCROLLS WITH MAP?
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Anyone who is even slightly familiar with my track record knows that I DO NOT use liteing FX a lot and I am not very good at them. This all boils down to my discomfort with the "show picture" command. Compared to the rest of my making skills, I am way, way, way behind at this--like the reverse of an idiot savant, this is just my blind spot. So this post is a little pathetic considering my experience level, but whatever.
I've been struggling with adding a lite map to one map in To Arms! all day. I finally figured out how the "Center" and "Upper Left" origin buttons actually operate, and how to use "Variable" X Y coordinates to center a picture by placing a reference event in the center of the map and making slight adjustments. That worked for cutscenes where the player never had to move around the map but now that the player has to move around the map...the picture (light map) moves up and down, left and right, with the player and the shadows and lights won't stay where they ought to be.
Now, I KNEW that I had correctly working (and pretty awesome) light maps in one of my games--Ruptured Souls-- so I opened it in the old 2k3 and checked it out. Low and behold there was a check box called "Picture Scrolls With map" that was checked, which presumably why the lighting stayed where it was supposed to when you navigate the map in that game.
This check box DOES NOT EXIST in RMVX.
So my question is...how does one circumvent this in RPG Maker VX? Obviously considering this is for a 99% done game "lol use 2k3" is not a helpful response. If I have not explained the issue clearly enough, I'll be happy to answer any questions anyone may have.
I've been struggling with adding a lite map to one map in To Arms! all day. I finally figured out how the "Center" and "Upper Left" origin buttons actually operate, and how to use "Variable" X Y coordinates to center a picture by placing a reference event in the center of the map and making slight adjustments. That worked for cutscenes where the player never had to move around the map but now that the player has to move around the map...the picture (light map) moves up and down, left and right, with the player and the shadows and lights won't stay where they ought to be.
Now, I KNEW that I had correctly working (and pretty awesome) light maps in one of my games--Ruptured Souls-- so I opened it in the old 2k3 and checked it out. Low and behold there was a check box called "Picture Scrolls With map" that was checked, which presumably why the lighting stayed where it was supposed to when you navigate the map in that game.
This check box DOES NOT EXIST in RMVX.
So my question is...how does one circumvent this in RPG Maker VX? Obviously considering this is for a 99% done game "lol use 2k3" is not a helpful response. If I have not explained the issue clearly enough, I'll be happy to answer any questions anyone may have.
lol use 2k3
Couldn't resist.
Can you not... constantly re-set the coordinates of the picture with a parallel, or something?
Couldn't resist.
Can you not... constantly re-set the coordinates of the picture with a parallel, or something?
post=146976post=146972This should be the default answers for all questions...
lol use 2k3
It should be, but the default answer actually is
lol use VX
Who's lolling now?
*Calunio is triumphant
I will try what Calunio said and then what TDS suggested, in that order either
tomorrow, sunday, or monday,.
tomorrow, sunday, or monday,.
Can you not... constantly re-set the coordinates of the picture with a parallel, or something?
Yeah, this fixed it with like zero complications. Good idea. : )
It's actually pretty simple to make VX, say, autoscroll only certain picture numbers, or to have pictures with in their filenames be fixed relative to the map, or a number of other conditions.
Rather than handing you an answer, though, I'm going to tell you to start in Sprite_Picture and try and figure out what you could use.
Rather than handing you an answer, though, I'm going to tell you to start in Sprite_Picture and try and figure out what you could use.
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