PARALLAX VS TILE-SETS

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thanks for rescuing me guys
author=DE
the word you're looking for is panorama mapping or map, or non-tileset mapping, as opposed to tileset-based mapping.

I apologize then.
I've always heard it called Parallax maps or Parallax Mapping
it's okay. enterbrain themselves haven't been consistent with their naming within the engines anyway (it doesn't help that english language translations of the early installments were a bit... sketchy) so you would have to know about the parallax effect to recognise their mistake

also my dong is perfectly snooty
Max McGee
with sorrow down past the fence
9159
geodude's semantics based fury aside, this topic has nothing to do with game design theory. I'll admit it falls under the umbrella of Game Design--what doesn't?

But this is kind of a worthless topic. The obvious answer is "whatever looks better" (because everyone always ignores the important part of map design anyway: flow and functionality). Considering that 90% of "parallax" maps are made from tileset splicing and that at least 40% of maps made with tilesets use a "parallax" background, I don't get how this is an either/or issue.
it's not semantics-based at all. simulating the parallax effect would be completely useless if you wanted to use your panorama as the map, because you'd want the map to scroll 1:1 with the player
Never forget the first rule about RPG Maker: Enterbrain is always wrong.
How about we just answer the question instead of arguing semantics? I think using backgrounds instead of tile sets is much better since, you don't have to worry about making tile sets as well as building your maps instead you can just build them right away and import them into your game. This would result into a bigger file size for your game, but it can save a lot of time.
kitten2021
Returning from RMVX Death
1093
(Ignoring all previous posts...)
Look, I've tried it both ways, DE hit it pretty much on the head:

author=DE
you have to have the whole game planned out from the start or there will be lots of panorama redrawing and, as a result, more vaporware.

Unless you have everything pretty much planned out for the area your making and the way your game is going to flow with it all, "panorama" mapping is a very difficult thing to do. Its a preference per person though; some know exactly what their doing with it:


Shameless promotion for Nessi and the others. <3 that game!

Others, just can't get it down, so they don't and instead go with VX... So,its kind of an individual choice really. Personally, I hate it. Working with VX by itself and making your own chipset's to work with it in my opinion is harder than throwing them down on a blank image and just plopping everything else down along with it willy-nilly. The only real panorama games that I would say deserve to have panoramas in them are for those where the game's maker(s) actually make all the images themselves.

EDIT:
Sorry, kind of got carried away with that didn't I? Oh well... You get my main point.
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