If you are wondering how to do the passability / collisions for your maps... because your player character is stuck after importing the images into the engine... I made an additional video explaining that! Find it here: ruclips.net/video/WGBnUv6Pw2o/видео.html
I'm not an RPG Maker user, but as a game dev, it's insane the amount of effort you guys have to go through just to mimic the quality of lighting we can easily set up as a shader
There are some lighting shaders for RPG Maker as pixi based plugins, but the results just aren't to my liking, haha. You mostly only get point lights, at least as far as I've seen :)
RPG Maker is known for ease of use and being quite limited. If you're a "traditional" game dev and know how to code, there's really no reason to be using RPG Maker.
This is incredible, I picked up RPGM MV last night and have been researching and practicing for the last day, your maps are incredible, can't wait to see more process videos!!
There's too many tutorials on this concept, and yours is simply the best. Good mapping, excellent knowledge on light concepts, especially on how to use color with lights, and you actually end up with something that is nice to look at. One tutorial I found, they merged the light and shadows into the same layer!
It's a good video for sure, but I do have an issue with it. The tutorial is not very beginner friendly when we are talking about applying the techniques in the video. She doesn't show step by step what tools (inside the paint program) she uses and what settings. If she would go into more detail then it would be easier to grasp the steps she takes to create the end result. People who know what she is talking about can sort of replicate it, but people who are new to parallax mapping or new to using image software only see magic happen without any way of doing/learning it themselves. I hope that you (Starlit Castle) will consider making a new video that shows a shop or tavern and REALLY show step by step how you would enhance the interior. Show the tools, the values, the colors (while you explain why you do/pick that). This allows people to understand the program, it's tools, your workflow and the reason why it's important to get to that end result.
@@Devonaxx She explains at the beginning that it's not a tutorial for how to use an image editing software, and assumes you already have knowledge on image manipulation software. I don't think RPG maker mapping is going to be the first time someone opens up an image editor, and if it is, that person should really think about starting smaller (walk before they run). The video would unironically be more than an hour long if she explained even half of the image editing processes for absolute beginners, or image manipulation concepts that aren't specific to this subject. The reason I think this is a good tutorial is because she explains the concepts of parallax mapping and also fundamentally understands what she is doing. Good demonstration of how image layering works, color theory, etc. Other tutorials explain even less and clearly have little to no understanding of what they are doing. I do have enough knowledge to follow this and see how others do it poorly, but that's because I've used image editing software before and have done some art.
A year later, still amazed on how much is actually achievable on RPG maker! Definetly in my bucket list of things to try out! I am still learning, but it seems like a ton of fun!
paralax is still a little above my skill level but, am learnin lol, its always fun seeing the proper solution to things I cheese best I can lol. still cant cheese lighting yet so its nice to watch these to try and learn again. still ended up lost 2/3rd to but considering im using cs6 lol, might partly be just cause photoshops confusing. definitely coming back once I know it better.
Spending 2 third of the tutorial outside the app it's supposed to be on ? Yeah let me subscribe real quick! That thinking outside the box mentality is what l’m looking for! I'm actually fiddling with MZ after spending 2 years on UE 4 and 5. I just want to go back to a "simple" thing. Cheers!
Incredible work, would love to see more of these especially focused on other types of indoor areas. Also curious as to what resources you use if any outside of the standard assets? The hardest part is wrapping your head around certain good design practices that seem to come naturally to you. For example, would be curious to see your explanation as to why you put certain objects in certain places in relation to the previous map you made of the bedroom with the moonlight coming through. Anyways appreciate your stuff, any chance to learn more from you is appreciated.
Hi! Thank you for the feedback. I usually use FSM (First Seed Material) a lot, which is a DLC for RPGM or create my own tiles to go with FSM and the mv rtp. I was thinking about doing some more parallax mapping videos with commentary in the future. I will try to explain why I make certain layout and design choices. If you have any special kind of maps you'd like to see, feel free to let me know and I might add them to my inspiration list for future project. As I create a lot of these maps for YT without a game in mind, as a one off project.
You're a great artist. And an absolute genius with RPG maker as far as im concerned. I'm a month into my first game and this is the kind of stuff that really excites me.
The technical itself is not any hard thing to do. But the way you think and design the light, the color... is awesome. Learn alot from video. Thank you, madam!
Amazing tutorial, gets me really excited to try it out! Just have one question, as it's not entirely clear to me; at the very end, once you have the ground layer as a parallax background image in the engine, how do you set it up so that the player can't walk over/through the walls, columns, throne etc.? Do you just create empty events on tiles where you have columns, walls, throne etc.?
For the collisions I use a tileset. Since the ground layer is set to 1 on the Z layer it will appear below that and isn't visible. I also created a custom tileset which only shows the collisions, like a red sqaure for totally not passable tile and lines along the borders for those tiles, that block movement only in certain directions, etc. I hope this helps!
Does this still works today? Because on the plugin's help, mapid was needed, but in your tutorial, it doesnt? And both of the plugin command doesnt even work 😭. Any tips?
Read the help file again, mapID is only needed if you use it as a plugin command, not when you use it in the map properties. There are 2 different plugin calls for the different scenarios. And yes it still works. You probably did set it up incorrectly, which happens easily when trying it out the first time.
I made an additional tutorial for that that's going online in about an hour, but if you need a quick answer, the easiest way is to create a tileset on which you setup your passability.
Over all is a nice tutorial thought for the repeated one panel like the floor or wall in the back would take advantage of having that oiece register as a material and use the pattern option that csp has since you would have to use a mask and apply once you like it Still pretty interesting and to the point
Yep, that can be useful. But honestly in the time you take to register a tile as a material and mask and fill you probably can also copy it into 4 and copying that next to each other and copy it again and so on like I did here. I think it only starts to be a real time saver if you use the same floor tile for multiple maps. But for those cases having a material is nice. I usually have dirt and grass and such as a material when I work on a game where those are used frequently.
This looks so amazing that it motivated me to try something out for my game. I'm parallaxing in my game but my shadows and lightnings etc are not even close to how amazing you are creating everything! I downloaded the free trial for CLIP studio paint to try it out. I'm having a lot of trouble to figure everything out because I'm not so used to such programs in general and I know GIMP a little bit better! I so wish I could have experience in making everything look so amazing for my maps. Not sure how you put your layers and what you add to make it look so stunning! I'm a little bit confused though because of how you order your layers, It seems like your effects and lightning/shadows are below your actual Parallax layer? (Nevermind I'm stupid, you have another layer deducated to ground base). If not too much to ask, maybe when you decide to make a new timeplapse of Parallaxing a map maybe you could give some more visual presentation of how you set things up in the art-program. Would help me out so so much! Love your vids, and your beutiful maps!
I always paint some of the light and shadow into my ground layer (and parallax layer) and add to that with the shadow and light layers, which will also effect the events.
I love your work! I've been watching many of your videos recently. I have a question, how do you get the tiles and textures for your maps? How do you crop them to fit? I cannot figure out how to make it look nice... Thank you!
Thank you! The tileset I use in most of my videos is called FSM (First Seed Material) it's a series with a couple of packs available. In this in particular it's the RPG Maker MV base tiles, that come with the engine. No need for cropping, since they are all created to work with the 48x48px grid that rpgmaker mv/mz uses.
Hi! This really helped and I love how it ended up looking but for some reason I can only walk if I hold down ctrl and I don't exactly know why, do you know how to fix it? ;3;
That's because you don't have a passable tile below the parallax images to walk on. Holding down CTRL just let's you walk through all collisions. In engine you can just fill the map with any floor tile from the normal tileset to the left. And so you can't walk into walls etc you can put a tile which you can't walk into. I'd recommend taking one of the A5 tilesheets into you image editor, deleting all tile images and to turn it into a collision tilesheet and import that later on as a new tileset into the engine. Keep one of the tile spots blank and set it in engine as a passable tile. Make the next one red with a lower the opacity (so you can see your parallax preview in engine below that) and make it so you can't walk on it... and then one for all the 4dir passable tiles, which you could mark with a red line around the edges that you could not pass through. I hope this helps. It's a bit complicated to explain in written form, haha.
Another way would be to use something like yanfly's region restrictions, but with that you use the benefits that the 4dir tileset setting would give you.
hii totally new to parallax mapping and RPG maker, I've been trying to follow the third tutorial I have one problem though, I've used only my map as parallax and so when player goes up and down the parallax doesn't move, however the collision map does. can I turn off the movement on the collision?? or make the parallax move up when the player goes down?? i hope I explained it right could someone help please >
do you think you can do this by using the save map as image option? i already have a bunch of maps made for my game and i dont want to completely remake them like this so can i do that instead?
The option in engine saves the maps in a smaller resolution, not 1:1. You'd need to use a plugin that saves the map in original size. For MV there's organge mapshots which does that, not sure if it works in MZ. But yes, a lot of people do it that way.
Hi, I got the map layers working but I cannot see my character on the map now. I don't know what I did wrong Also what is the "par1.png" layer in the video? I couldn't quite understans what you mean Also in the collissions / passability tutorial, is it possible to only use the YanFly plugin for the parallax map or is it necessaey to also use QM/Collission/etc plugins? And is there an in depth explanation about the "R" tile while mapping? I don't understand what the numbers mean and why you are using "3" to block out all the unsteppable areas. I am sorry this is a lot of questions. I am very new to the world of RPGMAKER MV and plugins using. Your tutorials have been the greatest and most concise one so far. Thank you so much. Is there any way to donate / kofi / support you?
Regarding your character: Maybe you have set the ground layer of your parallax maps above the player? Make sure the ground layer has a Z sorting value of 0 or 1 (1 places it above the normal ground in-engine tiles but below the player). All the area your character can walk on and is not covered by should be on this layer. par1 is parallax layer 1, so the parts of the map that shall be shown above the player, like tree tops etc. Stuff a player can walk behind. Set that to z sorting of 5 or higher. For the collisions... you can pick the way you like the best, either tileset, yanflys regions restrictions or something like QM+Collission. Or combine something like the tilesets with regions. The regions can have many uses, they are one of the many tools you can use when creating your game... For this... yanfly's region restrictions has some parameters you can set in the plugin settings (after importing), for example which tiles aren't walkable for player and events etc. So the region numbers don't mean anything until you give them meaning through plugins or event code. I hope this covered all your questions! As for support... I have an itchio page with some art assets and games, and most of that is also on steam :) (itchio gives me the higher cut of the money and allows tips on top, but steam is just easier for most people, which I absolutly get!) plueschkatze.itch.io/ store.steampowered.com/search/?developer=Plueschkatze store.steampowered.com/app/1687710/Everdine__A_Lost_Girls_Tale/ Thank you very much for considering support!
Do you have the plugin in your plugin folder plus setup under the plugin manager inside the engine? If so, make sure the plugin command is correct, it‘s picky with caps etc
Nice work! I do have a question though, one of my map's size on Rpg maker is 17 x 13 with 30 steps, how do I calculate the width and height in rpg maker and convert it to a canvas size in an art program? I'm really looking forward with adding lighting towards my game T^T
Hi! You can just multiply the tilecount of your map by the tilesize. For example: The standard tilesize in MV is 48px, so 17 x 48 and 13 x 48 would be the width and height of your canvas in your art program to accuratly represent your map.
Your work is extraordinary, I never thought that an ordinary map could become more alive, do you have any advice for me who just wants to learn pixel art? Is there a complete video tutorial about pixel art? Thank You
There are a couple good channels on youtube who focus on pixel art. People like AdamCYounis, MortMort come to mind, but I'm sure there's a lot more nowadays. Just search for "pixel art beginner tutorial" and look up some basics, find out which software you'd like to use to create your art and which specs the engine has you are using (for example, RPGM MV has 48px tiles, VXAce has 32px, MZ can use 48px, 32px and 16px tilesets). I'd also look up a lot of games that have pixel art you like and study how they have done theirs... how noisy vs clean is their art, do they use dithering or big clusters, do they use outlines etc. if you want to use a limited color palette you can check lospec they have a lot of color palettes there. But honestly... I wouldn't get toooo crazy about the technical side at the start, just get started and learn along the way. A good thing to learn is what makes pixelart clean, like avoiding jaggies and how to properly make curves. And yet there are popular pixel artists who don't care about that, so it's really up to you :)
I've been watching your tutoriels lately and they're very helpful, thank you for taking the time to make these :) I use MZ and I can't figure out how to do what you did with the community plugin, my image saved in parallaxes is about the same size as yours so bigger than the game normal screen, the camera is supposed to follow your character through the image but what it doesn't work for me. Can I know where that plugin is from please?
You don't need the community plugin to change the game window size for MZ, as this function is build in. You can set the game window size from within the system window, I think it's under system 1 or system 2. What you will need is a parallax plugin, galv has an MZ version just make sure you follow the instructions, as that asks for a folder called layers (unless you change it in the plugin settings!)
Great tutorial, I just wanted some clarification at the end when you were setting the parallax background to ground1 to see it in engine. Would I use this to be able to set my events and regions then after just be able to delete it when I run the game? If I don't the map just ends up doubling looking like a mess with the bg and map together.
If you set up everything correctly it shouldn't be looking like a mess, even if you don't delete ground1 from the parallax field within the map properties. You shouldn't even notice that it has the image in there double... I never had an issue with it. But yes you could just delete it, it's just for visualisation in engine, so you know where to place events, where to place collissions etc.
Hi! i'm interested in doing this parallax mapping , and I do have a question: What if I want to have two states of the map like: A day version and a Night version? How would I be able to accomplish that? The workaround would be having two versions of the map, that much I know can be done and just copy all the events to it if I want to have a second version of the location but that just might be tedious and could cause problems with events so I was wondering if there was something that can be done with the plugin all the while using parallax for the same map. Thank you for this video it looks absolutely wonderful~
Having 2 maps is a valid way of doing it... but you can also update/replace the map layers with a plugin call from galvs graphics layers plugin! so in an event you could just override the ID you have for you ground, light, parallax layers with the new images. for example if ID 1 is your ground layer... use an event, that switches from day to night for you (PLUGIN CALL: LAYER_S MAPID ID GRAPHIC X Y OPACITY Z BLEND) Example: LAYER_S MAPID 1 ground_night 0 0 255 1 0 another option is working with tint screen, but that wouldn't account for lighting up windows etc.
What gives you trouble? 1. Start a new canvas whichs resolution is a multiple of your tilesize. So, if you use MV or MZ standard tilesets it would be a multiple of 48 and it should be at least bigger than your game resolution, which you can set in MZ in your database > system or in MV using a plugin like yanfly's core plugin. Make sure CSP does create a canvas in pixels (px) not cm or inches or such. (there is a dropdown to the right on the new canvas window) 2. The grid can be found in the top menus under view. There is one for setting the grid size and one to show/hide the grid (for which I have set a custom button in the shortcut preference settings, so I can toggle that on and off without going back to that menu all the time).
NVM, I'm an idiot. Whatever! I'm working in RPG Maker VX Ace and you can't understand how freaking difficult it is! Hope I can make such good Parallax Maps as you do! great work.
I loved it, actually I'm doing this on procreate on my ipad, I have a question ❓ is there a way to increase object sizes without it becoming all blurry and losening quality? My character is bigger than the regular one and I'd love to change objects size 😢 thank you!
There's not really an easy way to increate the object size without it loosing a lot of quality. I know that there exist image upscale algorithm programs, but I'm not too familiar with those... they basically use AI to clean the upscaled images. There's also PiXel ScaLer by irokaru on github (and probably similar solutions) that have a smooth upscale option, which will change the look of the artwork quite a bit.
what is that about layers??? where do i put those commands?? is there a place to paste them??? u wrote it on notes... where must i put those 'commands'. sorry i am new to this and i really need help to understand... i need to knwo where u put those layer commands in MZ after i am done with photoshop...
You put them into the map notes. So you if you right click onto one of your map in MZ, there should be an option like properties (the one where you define the map size) which also has a field that's titles notes. That's where the commands go.
I had a problem. I did everything just fine, but I've missed to change the size of the photo generated by the RMMV, which was 792 x 456. Why my RPG Maker MV make so tiny image? Thx for every word of support
The "safe as image" option probably only is a preview feature, if you wanted to share your stuff online or something, no idea why that's how it is. It doesn't save the map in 1:1. If you want to export your map you made in engine to work on it in some other program... there's a plugin for that orange mapshots. You can find it on Hudell's (plugin creator) github page: github.com/Hudell/mv-plugins/blob/master/OrangeMapshot.js
You can set the layer modes to use on the light/shadow layer for your parallax map from the plugin call. I can't remember rn if the option for lights corresponds to screen, normal add or add(glow) with galvs plugin. You can for sure set the layer mode to multiply though. I'd recommend doing a quick test :)
Everything works fine in my map but in battle my battler "drop" to a new location a second before the battle start. I isolated the plugin responsible and it galv, any idea why?
Under View > Grid/Ruler Bar Settings you can setup the grid size. I recommend 48px with either 1 or 2 divisions, depending on what you currently need (it helps with placing stuff half a tile higher). Under view is also the option to toogle the grid on/off.
thank you so much for this, I really needed it. but I'm having a conflict with the lights you showed in the video and a layer of Tint Screen I have. my light1.png layer seems to be always below the tint screen filter, which is a darkness filter, so it will be showing a dirty white light because the light is below the dark filter. is there a way to fix this?
There is no way to fix that, tint screen always goes above the full screen, as it's a post processing effect. You could use a parallax layer instead of the tint screen and fill that with a fitting color, lower the opacity and either display it below the lights layer and see if that already gives a wished effect or if not also erase the areas were lights are out of that layer with a soft low opacity brush, just to lighten the areas a little more.
@@starlitcastle thank you for answering, that's a lot of helpful info. I tried to give the tint filter as a Layer_S below light Layer_S and worked perfectly. I still can't use a dark image (multiply) with a white spot in the middle because I'm using a big map, so this layer_S won't follow the character but will stuck somewhere, so I have to use a tint sticked on the screen instead, and lights won't work. but there's no problem, your help is enough. By the way, I discovered another method appart from your other video, and it is making the actual map in rpgmaker, then I edit it on photoshop and make all you said in the video. If there's a problem because I can see the actual map behind this "layer_s ground" I simply put below that a png a black image, so I can keep the original collisions.
I loved the video! But I had a problem, I've looked elsewhere and I can't find it. I did what you did but when I start the test I get the error "TypeError Cannot read property '1' of undefined", which I imagine is some file or configuration that the application is not reading, but still, I don't know what to do, if you could help me it would be great! (I created the layers folder, I have the parallax map, and I used the same code as you for the lights. I don't have any other Plug In either, RpgM.Mz)
Hm, my first guess would have been some incompatibility, but if you don't have others plugins in there it might be a problem with the setup. make sure you use the MZ plugin version, not the MV one and double check that you didn't make any mistakes with the plugin call. It says it can't match a value of 1 to a something that isn't defined, so it might be an error with the plugin call. An example for the plugin call in the map properties: LAYER_S 1 WitchsHouse_ground 0 0 255 1 0 LAYER_S ID Filename XOffset YOffset OPACITY ZLayer Blendmode Make sure that you match the capitalization, it's often important with code. LAYERS_S should be in caps and also make it match for your image file. (Also make sure the error disappears if you turn off the graphics layers plugin, so you are sure it's really an error from the plugin not another missing file or such.)
Hello, for me whenever I try this, it just says 'TypeError Cannot read property '16' of undefined'. I saved everything how you have shown in the video so I'm quite confused. Does it clash with other plugins? (I mainly use Visustella)
Yes it can very much be a plugin conflict... I'd recommend putting the parallax plugin to the bottom of the plugin list and giving it another try... and to find the plugin it conflicts with turn all plugins off and slowly one after another back on to see which one gives you the error. EDIT: Alternativly... I think Visustella have their own parallax plugin for MZ.
@@starlitcastle Thank you, but after hours of research, trial and error, I found out that I am just stupid XD It was because I made too many alterations and needed a new save file. Then I had more issues but found out I was putting everything on an overlay so it obscuring the whole map XD
If I had to be that detailed and intricate It wouldn't be using a game engine like RPG Maker! Nobody even hardly wants to buy these games. I still play around with MV myself finishing a game after 1 year of migraine head aches trying to research so many Java Scripts I needed to find to implement for Title screens, Battle system, item Menu, Weapons, Armor, and pretty much every dam thing except the main tiles! But, I just used some custom objects in the game to break up the same old RPG style look somewhat. Excellent efforts though on your part for having the skills and patience to do all this!!
depends on your game resolution and the map size you want. For MV/MZ it should be a multiple of 48 and at least as big as you game resolution... for example if your game res is 1280x720, the map would be at least 1296x720. Usually I go for an estimate like I want a 20x30 tile big map and turn that into the canvas size... 20x48 and 30x48 etc.
hi may i ask if you could turn on auto subtitle please ToT i'm not very good at hearing in english so it would be really nice if you do. thank you and great work!
Hi! I checked and for whatever reason youtube does not offer me auto subtitles for this video, I only get the option to fill them in manually. I'm a bit short on time currently, so I can't write them rn D: Sorry!
Well, you can use the parallax background option that comes with the engine but it's very limited, as it is only one layer (and it's always below the tileset). You can also do a lot with building custom tilesets.
@@starlitcastle ow i see thanls for letting me know maybe i could make the background then place invicible parts of the tileset the pkayer can work on. Perhaps that could work but thank you so much for you input ill try an see more into the plugins aswell
@@peterhamsterhotdog613 That does work, but you'll run into problems whenever you want to walk underneath or behind something. You could copy that part of the background image onto a new tilemap and use that for overlays. Also you might need to start the name of your parallax background with an ! if the parallax acts weird like following you player around. Edit: But a parallax plugin sure makes things easier, haha.
@@peterhamsterhotdog613 Most creators have terms of use on their website or in their threads on the rpgmakerweb forums. Here are galvs: galvs-scripts.com/terms-of-use/ except for a few, his plugins are free for commercial use (for you to make money with your game by selling the game). The few that aren't are mainly some minigame plugins they created.
Sorry, I don't. I'm not familiar enough with RPGM2003. I couldn't even tell if parallax mapping is a possibility in that engine. I'm sure you can find out with a bit of searching.
I'm pretty sure you can do parallax mapping in VX Ace, but I have no experience with it. Sorry! You'd need to look up which plugin is available for that. (And of course work with the 32px tilesize instead of 48 for your maps)
@@ziluslules1201 have you checked the rpgmakerweb forums? I think there's still a lot of data on there regarding vxace and quite a few people around that may be able to help you figure stuff out.
Make sure your plugin call is used correctly, without knowing what you're doing it's hard to help. Otherwise if you have a lot of plugins it could be an issue with conflicting plugins. If you want an easier to use plugin check out orange overlay (MV only I think).
If you need help you need to be a bit more specific with your problem, as in what doesn't work? If the graphics don't show up or act weird please make sure you used the plugin commands correctly and that no other plugin creates a conflict. If you can't move but you can see your images, that means you have to setup passability, as in filling your map with a normal tile from the tileset in engine that's walkable so the character has something to actually walk on, I have a seperate tutorial on collission and passabilty.
@@samchanda you need to set the Z layer. The base tileset layer shows at 0 so you'd need your ground parallax layer to be at 1 or above if you want to hide the tileset stuff, par layer at 5 or above and light and shadow even higher (I usually do 10+).
Yes, this might be more time consuming than just using the map editor, but I think there's nothing wrong with spending some more time to get the results you want. It all highly depends on the person and their goals/priorities :) Thanks for watching!
If you are wondering how to do the passability / collisions for your maps... because your player character is stuck after importing the images into the engine... I made an additional video explaining that! Find it here: ruclips.net/video/WGBnUv6Pw2o/видео.html
I'm so confused by all the steps but i can't say that i don't see the results! it looks stunning!
I'm not an RPG Maker user, but as a game dev, it's insane the amount of effort you guys have to go through just to mimic the quality of lighting we can easily set up as a shader
There are some lighting shaders for RPG Maker as pixi based plugins, but the results just aren't to my liking, haha. You mostly only get point lights, at least as far as I've seen :)
RPG Maker is known for ease of use and being quite limited. If you're a "traditional" game dev and know how to code, there's really no reason to be using RPG Maker.
RPG Maker has been known for make hard thing easy and make easy thing ridiculously hard, lol.
Rpgm users atleast actually put out games vs traditional that just talk about it.
This is incredible, I picked up RPGM MV last night and have been researching and practicing for the last day, your maps are incredible, can't wait to see more process videos!!
I hope you're having a blast with rpgmmv! :) And thank you!
There's too many tutorials on this concept, and yours is simply the best. Good mapping, excellent knowledge on light concepts, especially on how to use color with lights, and you actually end up with something that is nice to look at. One tutorial I found, they merged the light and shadows into the same layer!
Thank you. I'm glad this tutorial is helpful! :)
It's a good video for sure, but I do have an issue with it. The tutorial is not very beginner friendly when we are talking about applying the techniques in the video. She doesn't show step by step what tools (inside the paint program) she uses and what settings. If she would go into more detail then it would be easier to grasp the steps she takes to create the end result.
People who know what she is talking about can sort of replicate it, but people who are new to parallax mapping or new to using image software only see magic happen without any way of doing/learning it themselves.
I hope that you (Starlit Castle) will consider making a new video that shows a shop or tavern and REALLY show step by step how you would enhance the interior. Show the tools, the values, the colors (while you explain why you do/pick that). This allows people to understand the program, it's tools, your workflow and the reason why it's important to get to that end result.
@@Devonaxx She explains at the beginning that it's not a tutorial for how to use an image editing software, and assumes you already have knowledge on image manipulation software. I don't think RPG maker mapping is going to be the first time someone opens up an image editor, and if it is, that person should really think about starting smaller (walk before they run). The video would unironically be more than an hour long if she explained even half of the image editing processes for absolute beginners, or image manipulation concepts that aren't specific to this subject.
The reason I think this is a good tutorial is because she explains the concepts of parallax mapping and also fundamentally understands what she is doing. Good demonstration of how image layering works, color theory, etc. Other tutorials explain even less and clearly have little to no understanding of what they are doing. I do have enough knowledge to follow this and see how others do it poorly, but that's because I've used image editing software before and have done some art.
This was probably the clearest RPG Maker tutorial I've ever seen!
Thank you very much!
A year later, still amazed on how much is actually achievable on RPG maker! Definetly in my bucket list of things to try out! I am still learning, but it seems like a ton of fun!
The only useful parallax mapping tutorial I was able to find with essential information. Tysm.
Your work is amazing and mystical🥹
Thank you very much! 🥺
I've been looking for a video like this for a while, thank you!
Glad I could help! :)
paralax is still a little above my skill level but, am learnin lol, its always fun seeing the proper solution to things I cheese best I can lol. still cant cheese lighting yet so its nice to watch these to try and learn again. still ended up lost 2/3rd to but considering im using cs6 lol, might partly be just cause photoshops confusing. definitely coming back once I know it better.
What got you stuck? Maybe I can point you in a direction :)
Tu trabajo es realmente muy bueno. Lo encontré por casualidad. Llevaba años sin ver algo del RPG Maker~ Me inspiras a usarlo nuevamente!
So glad to hear that! If you give it a try, have fun!
Spending 2 third of the tutorial outside the app it's supposed to be on ? Yeah let me subscribe real quick! That thinking outside the box mentality is what l’m looking for! I'm actually fiddling with MZ after spending 2 years on UE 4 and 5. I just want to go back to a "simple" thing. Cheers!
underrated channel, honestly
aww, thank you!
@@starlitcastle keep doing what you believe 💜
Those shadows turned old school Zelda into Golden Sun, real quick lol😅
Incredible work, would love to see more of these especially focused on other types of indoor areas. Also curious as to what resources you use if any outside of the standard assets? The hardest part is wrapping your head around certain good design practices that seem to come naturally to you. For example, would be curious to see your explanation as to why you put certain objects in certain places in relation to the previous map you made of the bedroom with the moonlight coming through. Anyways appreciate your stuff, any chance to learn more from you is appreciated.
Hi! Thank you for the feedback. I usually use FSM (First Seed Material) a lot, which is a DLC for RPGM or create my own tiles to go with FSM and the mv rtp.
I was thinking about doing some more parallax mapping videos with commentary in the future. I will try to explain why I make certain layout and design choices.
If you have any special kind of maps you'd like to see, feel free to let me know and I might add them to my inspiration list for future project. As I create a lot of these maps for YT without a game in mind, as a one off project.
You're a great artist. And an absolute genius with RPG maker as far as im concerned. I'm a month into my first game and this is the kind of stuff that really excites me.
best of luck with your game making journey!
The technical itself is not any hard thing to do. But the way you think and design the light, the color... is awesome. Learn alot from video. Thank you, madam!
Glad I could help! :)
THANK YOU THANK YOU THANK YOU!!!!! THAT'S EXACTLY WHAT I WAS LOOKING FOR
Very glad I could help. Have fun!
That's a really nice looking room you made, vibrant and lively lighting to it.
you edited the RTP !, you had the same idea i did. amazing !
Thank you SO MUCH
Thank you for watching!
Love your tutorials keep doing a great job!
thank you so much
Thank you!
youre amazinggg
Thanks for making content like this.
Amazing skills. I wish I can do this one day.
you turned that map into a piece of art
Thank you so much for your kind words
Amazing tutorial, gets me really excited to try it out! Just have one question, as it's not entirely clear to me; at the very end, once you have the ground layer as a parallax background image in the engine, how do you set it up so that the player can't walk over/through the walls, columns, throne etc.? Do you just create empty events on tiles where you have columns, walls, throne etc.?
For the collisions I use a tileset. Since the ground layer is set to 1 on the Z layer it will appear below that and isn't visible. I also created a custom tileset which only shows the collisions, like a red sqaure for totally not passable tile and lines along the borders for those tiles, that block movement only in certain directions, etc.
I hope this helps!
@@starlitcastle Awesome, thanks so much for the answer!
Love it 😊 please make more
Very Nice - very interesting tutorial 😁
(I'm learning about Parallax Mapping)
thankyouuu
This is insane
Does this still works today? Because on the plugin's help, mapid was needed, but in your tutorial, it doesnt? And both of the plugin command doesnt even work 😭. Any tips?
Read the help file again, mapID is only needed if you use it as a plugin command, not when you use it in the map properties. There are 2 different plugin calls for the different scenarios. And yes it still works. You probably did set it up incorrectly, which happens easily when trying it out the first time.
@@starlitcastle yeah i just know today that you can put the code on note and it actually works
This is art 😎🚬
caralho o maluco é sinistro! mt bom o video!!!
You are amazing, can you please get app to show your key presses for the quick edit tools? Or just do an explainer on those
How do you initialize the map? Like where is the walkable (pass-through) area and non walkable (non pass-through) area.
I made an additional tutorial for that that's going online in about an hour, but if you need a quick answer, the easiest way is to create a tileset on which you setup your passability.
@@starlitcastle Thanks I created semi-transparent custom map (pink is passable and no color is non-passable).
Over all is a nice tutorial thought for the repeated one panel like the floor or wall in the back would take advantage of having that oiece register as a material and use the pattern option that csp has since you would have to use a mask and apply once you like it
Still pretty interesting and to the point
Yep, that can be useful. But honestly in the time you take to register a tile as a material and mask and fill you probably can also copy it into 4 and copying that next to each other and copy it again and so on like I did here. I think it only starts to be a real time saver if you use the same floor tile for multiple maps. But for those cases having a material is nice. I usually have dirt and grass and such as a material when I work on a game where those are used frequently.
This looks so amazing that it motivated me to try something out for my game. I'm parallaxing in my game but my shadows and lightnings etc are not even close to how amazing you are creating everything! I downloaded the free trial for CLIP studio paint to try it out. I'm having a lot of trouble to figure everything out because I'm not so used to such programs in general and I know GIMP a little bit better! I so wish I could have experience in making everything look so amazing for my maps. Not sure how you put your layers and what you add to make it look so stunning!
I'm a little bit confused though because of how you order your layers, It seems like your effects and lightning/shadows are below your actual Parallax layer? (Nevermind I'm stupid, you have another layer deducated to ground base).
If not too much to ask, maybe when you decide to make a new timeplapse of Parallaxing a map maybe you could give some more visual presentation of how you set things up in the art-program. Would help me out so so much!
Love your vids, and your beutiful maps!
I always paint some of the light and shadow into my ground layer (and parallax layer) and add to that with the shadow and light layers, which will also effect the events.
I love your work! I've been watching many of your videos recently. I have a question, how do you get the tiles and textures for your maps? How do you crop them to fit? I cannot figure out how to make it look nice... Thank you!
Thank you! The tileset I use in most of my videos is called FSM (First Seed Material) it's a series with a couple of packs available. In this in particular it's the RPG Maker MV base tiles, that come with the engine. No need for cropping, since they are all created to work with the 48x48px grid that rpgmaker mv/mz uses.
Hi! This really helped and I love how it ended up looking but for some reason I can only walk if I hold down ctrl and I don't exactly know why, do you know how to fix it? ;3;
That's because you don't have a passable tile below the parallax images to walk on. Holding down CTRL just let's you walk through all collisions. In engine you can just fill the map with any floor tile from the normal tileset to the left. And so you can't walk into walls etc you can put a tile which you can't walk into.
I'd recommend taking one of the A5 tilesheets into you image editor, deleting all tile images and to turn it into a collision tilesheet and import that later on as a new tileset into the engine. Keep one of the tile spots blank and set it in engine as a passable tile. Make the next one red with a lower the opacity (so you can see your parallax preview in engine below that) and make it so you can't walk on it... and then one for all the 4dir passable tiles, which you could mark with a red line around the edges that you could not pass through.
I hope this helps. It's a bit complicated to explain in written form, haha.
Another way would be to use something like yanfly's region restrictions, but with that you use the benefits that the 4dir tileset setting would give you.
@@starlitcastle Thank you so much for the help! Replying 8 months later sorry-
Your videos are still super helpful!!!
working now!
Good luck and have fun! :)
I really liked this tutorial so much. Does it work for older RPGM? like vx ace or XP? I will certainly try it for my MV.
I don't have experience with makers older than MV, so I don't know you'd have to look that up on the internet :)
Where do i find the community basics plug in? (I’m using mz if thats relevant)
hii totally new to parallax mapping and RPG maker, I've been trying to follow the third tutorial I have one problem though, I've used only my map as parallax and so when player goes up and down the parallax doesn't move, however the collision map does. can I turn off the movement on the collision?? or make the parallax move up when the player goes down?? i hope I explained it right could someone help please >
Que buen video
do you think you can do this by using the save map as image option? i already have a bunch of maps made for my game and i dont want to completely remake them like this so can i do that instead?
The option in engine saves the maps in a smaller resolution, not 1:1. You'd need to use a plugin that saves the map in original size. For MV there's organge mapshots which does that, not sure if it works in MZ. But yes, a lot of people do it that way.
@@starlitcastle thank you, that helps a lot!
Hi, I got the map layers working but I cannot see my character on the map now. I don't know what I did wrong
Also what is the "par1.png" layer in the video? I couldn't quite understans what you mean
Also in the collissions / passability tutorial, is it possible to only use the YanFly plugin for the parallax map or is it necessaey to also use QM/Collission/etc plugins?
And is there an in depth explanation about the "R" tile while mapping? I don't understand what the numbers mean and why you are using "3" to block out all the unsteppable areas.
I am sorry this is a lot of questions. I am very new to the world of RPGMAKER MV and plugins using. Your tutorials have been the greatest and most concise one so far. Thank you so much. Is there any way to donate / kofi / support you?
Regarding your character: Maybe you have set the ground layer of your parallax maps above the player? Make sure the ground layer has a Z sorting value of 0 or 1 (1 places it above the normal ground in-engine tiles but below the player).
All the area your character can walk on and is not covered by should be on this layer.
par1 is parallax layer 1, so the parts of the map that shall be shown above the player, like tree tops etc. Stuff a player can walk behind. Set that to z sorting of 5 or higher.
For the collisions... you can pick the way you like the best, either tileset, yanflys regions restrictions or something like QM+Collission. Or combine something like the tilesets with regions.
The regions can have many uses, they are one of the many tools you can use when creating your game... For this... yanfly's region restrictions has some parameters you can set in the plugin settings (after importing), for example which tiles aren't walkable for player and events etc. So the region numbers don't mean anything until you give them meaning through plugins or event code.
I hope this covered all your questions!
As for support... I have an itchio page with some art assets and games, and most of that is also on steam :)
(itchio gives me the higher cut of the money and allows tips on top, but steam is just easier for most people, which I absolutly get!)
plueschkatze.itch.io/
store.steampowered.com/search/?developer=Plueschkatze
store.steampowered.com/app/1687710/Everdine__A_Lost_Girls_Tale/
Thank you very much for considering support!
i feel like i'm missing something. how do i use the plugin commands? where do i put them? i put them in the notes of the map but it's not working
Do you have the plugin in your plugin folder plus setup under the plugin manager inside the engine? If so, make sure the plugin command is correct, it‘s picky with caps etc
1:15
what name this program
It's in the video. It's Clip Studio Paint (CSP).
Nice work! I do have a question though, one of my map's size on Rpg maker is 17 x 13 with 30 steps, how do I calculate the width and height in rpg maker and convert it to a canvas size in an art program? I'm really looking forward with adding lighting towards my game T^T
Hi! You can just multiply the tilecount of your map by the tilesize. For example: The standard tilesize in MV is 48px, so 17 x 48 and 13 x 48 would be the width and height of your canvas in your art program to accuratly represent your map.
@@starlitcastle Ah I see I see, thank you so much for your help!
Your work is extraordinary, I never thought that an ordinary map could become more alive, do you have any advice for me who just wants to learn pixel art? Is there a complete video tutorial about pixel art?
Thank You
There are a couple good channels on youtube who focus on pixel art. People like
AdamCYounis, MortMort come to mind, but I'm sure there's a lot more nowadays.
Just search for "pixel art beginner tutorial" and look up some basics, find out which software you'd like to use to create your art and which specs the engine has you are using (for example, RPGM MV has 48px tiles, VXAce has 32px, MZ can use 48px, 32px and 16px tilesets).
I'd also look up a lot of games that have pixel art you like and study how they have done theirs... how noisy vs clean is their art, do they use dithering or big clusters, do they use outlines etc.
if you want to use a limited color palette you can check lospec they have a lot of color palettes there.
But honestly... I wouldn't get toooo crazy about the technical side at the start, just get started and learn along the way. A good thing to learn is what makes pixelart clean, like avoiding jaggies and how to properly make curves. And yet there are popular pixel artists who don't care about that, so it's really up to you :)
@@starlitcastlewow thanks... i'am asking same question, and got this answer, thank you Ma'am Starlitcastle
I've been watching your tutoriels lately and they're very helpful, thank you for taking the time to make these :)
I use MZ and I can't figure out how to do what you did with the community plugin, my image saved in parallaxes is about the same size as yours so bigger than the game normal screen, the camera is supposed to follow your character through the image but what it doesn't work for me. Can I know where that plugin is from please?
You don't need the community plugin to change the game window size for MZ, as this function is build in. You can set the game window size from within the system window, I think it's under system 1 or system 2.
What you will need is a parallax plugin, galv has an MZ version just make sure you follow the instructions, as that asks for a folder called layers (unless you change it in the plugin settings!)
@@starlitcastle Oooh thank you!
Great tutorial, I just wanted some clarification at the end when you were setting the parallax background to ground1 to see it in engine. Would I use this to be able to set my events and regions then after just be able to delete it when I run the game? If I don't the map just ends up doubling looking like a mess with the bg and map together.
If you set up everything correctly it shouldn't be looking like a mess, even if you don't delete ground1 from the parallax field within the map properties. You shouldn't even notice that it has the image in there double... I never had an issue with it. But yes you could just delete it, it's just for visualisation in engine, so you know where to place events, where to place collissions etc.
Hi! i'm interested in doing this parallax mapping , and I do have a question: What if I want to have two states of the map like: A day version and a Night version? How would I be able to accomplish that? The workaround would be having two versions of the map, that much I know can be done and just copy all the events to it if I want to have a second version of the location but that just might be tedious and could cause problems with events so I was wondering if there was something that can be done with the plugin all the while using parallax for the same map.
Thank you for this video it looks absolutely wonderful~
Having 2 maps is a valid way of doing it... but you can also update/replace the map layers with a plugin call from galvs graphics layers plugin!
so in an event you could just override the ID you have for you ground, light, parallax layers with the new images.
for example if ID 1 is your ground layer...
use an event, that switches from day to night for you
(PLUGIN CALL: LAYER_S MAPID ID GRAPHIC X Y OPACITY Z BLEND)
Example:
LAYER_S MAPID 1 ground_night 0 0 255 1 0
another option is working with tint screen, but that wouldn't account for lighting up windows etc.
@@starlitcastle Thank you for responding!! I'll definitely give that a try and see how it goes, thank you so much again!
Is it possible to activate the subtitles on your videos, not being very bilingual, it's very hard
Hola, muy bueno el video! , por favor si se puede agregar subtítulos en español seria genial. Muchas gracias
Could you show how you start the canvas? Sorta new to clip paint, so I didn't quite understand what you were saying.
What gives you trouble?
1. Start a new canvas whichs resolution is a multiple of your tilesize. So, if you use MV or MZ standard tilesets it would be a multiple of 48 and it should be at least bigger than your game resolution, which you can set in MZ in your database > system or in MV using a plugin like yanfly's core plugin. Make sure CSP does create a canvas in pixels (px) not cm or inches or such. (there is a dropdown to the right on the new canvas window)
2. The grid can be found in the top menus under view. There is one for setting the grid size and one to show/hide the grid (for which I have set a custom button in the shortcut preference settings, so I can toggle that on and off without going back to that menu all the time).
Which program are you using for these mappings? i mean, the image editor. >
NVM, I'm an idiot. Whatever! I'm working in RPG Maker VX Ace and you can't understand how freaking difficult it is! Hope I can make such good Parallax Maps as you do! great work.
I think it's in the video, but I use CSP (Clip Studio Paint, version 1 still).
I loved it, actually I'm doing this on procreate on my ipad, I have a question ❓ is there a way to increase object sizes without it becoming all blurry and losening quality? My character is bigger than the regular one and I'd love to change objects size 😢 thank you!
There's not really an easy way to increate the object size without it loosing a lot of quality.
I know that there exist image upscale algorithm programs, but I'm not too familiar with those... they basically use AI to clean the upscaled images.
There's also PiXel ScaLer by irokaru on github (and probably similar solutions) that have a smooth upscale option, which will change the look of the artwork quite a bit.
@@starlitcastle I'll check , thank you for your help 🥰
what is that about layers??? where do i put those commands?? is there a place to paste them??? u wrote it on notes... where must i put those 'commands'. sorry i am new to this and i really need help to understand... i need to knwo where u put those layer commands in MZ after i am done with photoshop...
You put them into the map notes. So you if you right click onto one of your map in MZ, there should be an option like properties (the one where you define the map size) which also has a field that's titles notes. That's where the commands go.
Where can we PLAY your work? OMG!
I had a problem. I did everything just fine, but I've missed to change the size of the photo generated by the RMMV, which was 792 x 456. Why my RPG Maker MV make so tiny image? Thx for every word of support
The "safe as image" option probably only is a preview feature, if you wanted to share your stuff online or something, no idea why that's how it is. It doesn't save the map in 1:1. If you want to export your map you made in engine to work on it in some other program... there's a plugin for that orange mapshots. You can find it on Hudell's (plugin creator) github page: github.com/Hudell/mv-plugins/blob/master/OrangeMapshot.js
how do you control pasability for these maps? i dont want the player to be able to walk through the pillars for example
I do have a seperate tutorial for that.
Can you do this in vx ace?
As a artist now i can be EVEN MORE ARTIST, thx!!! Lmao
Have fun!
would add(glow) and multiply work when exported and used as light/shadow for the map?
You can set the layer modes to use on the light/shadow layer for your parallax map from the plugin call. I can't remember rn if the option for lights corresponds to screen, normal add or add(glow) with galvs plugin. You can for sure set the layer mode to multiply though. I'd recommend doing a quick test :)
@@starlitcastle Ah kk tysm for responding!
Everything works fine in my map but in battle my battler "drop" to a new location a second before the battle start. I isolated the plugin responsible and it galv, any idea why?
Sorry, I've no idea why that could be. Did you google the issue? Maybe someone run into that before and ask for help on the rpgmakerweb forums or so.
how you accemble the grid. i have CSP
Under View > Grid/Ruler Bar Settings you can setup the grid size. I recommend 48px with either 1 or 2 divisions, depending on what you currently need (it helps with placing stuff half a tile higher). Under view is also the option to toogle the grid on/off.
thank you so much for this, I really needed it.
but I'm having a conflict with the lights you showed in the video and a layer of Tint Screen I have.
my light1.png layer seems to be always below the tint screen filter, which is a darkness filter, so it will be showing a dirty white light because the light is below the dark filter.
is there a way to fix this?
There is no way to fix that, tint screen always goes above the full screen, as it's a post processing effect. You could use a parallax layer instead of the tint screen and fill that with a fitting color, lower the opacity and either display it below the lights layer and see if that already gives a wished effect or if not also erase the areas were lights are out of that layer with a soft low opacity brush, just to lighten the areas a little more.
@@starlitcastle thank you for answering, that's a lot of helpful info. I tried to give the tint filter as a Layer_S below light Layer_S and worked perfectly.
I still can't use a dark image (multiply) with a white spot in the middle because I'm using a big map, so this layer_S won't follow the character but will stuck somewhere, so I have to use a tint sticked on the screen instead, and lights won't work. but there's no problem, your help is enough.
By the way, I discovered another method appart from your other video, and it is making the actual map in rpgmaker, then I edit it on photoshop and make all you said in the video. If there's a problem because I can see the actual map behind this "layer_s ground" I simply put below that a png a black image, so I can keep the original collisions.
hello! i followed your tutorial but for some reason my character is stuck and i can't move it :(
You need to set up passability. I have a tutorial for that, it's in the pinned comment.
@@starlitcastle thank you!! it's worked now :D
What program are you using for the edit
I personally use Clip Studio Paint.
hello, where can I find the community basic plugin ? I don't see it anywhere :( Thanks
Its usually found already in your plugins in your files!
@@lukeifer It's not there for me either, I've checked all my files and I can't find any kind of download for it online 😓
I loved the video!
But I had a problem, I've looked elsewhere and I can't find it. I did what you did but when I start the test I get the error "TypeError
Cannot read property '1' of undefined", which I imagine is some file or configuration that the application is not reading, but still, I don't know what to do, if you could help me it would be great!
(I created the layers folder, I have the parallax map, and I used the same code as you for the lights. I don't have any other Plug In either, RpgM.Mz)
Hm, my first guess would have been some incompatibility, but if you don't have others plugins in there it might be a problem with the setup.
make sure you use the MZ plugin version, not the MV one and double check that you didn't make any mistakes with the plugin call.
It says it can't match a value of 1 to a something that isn't defined, so it might be an error with the plugin call.
An example for the plugin call in the map properties:
LAYER_S 1 WitchsHouse_ground 0 0 255 1 0
LAYER_S ID Filename XOffset YOffset OPACITY ZLayer Blendmode
Make sure that you match the capitalization, it's often important with code. LAYERS_S should be in caps and also make it match for your image file.
(Also make sure the error disappears if you turn off the graphics layers plugin, so you are sure it's really an error from the plugin not another missing file or such.)
Wow thanks for the care, may u have a great christmas and end of the year! @@starlitcastle
@@jackrjtv I hope you can find and solve your problem! And same to you. :)
Hello, for me whenever I try this, it just says 'TypeError Cannot read property '16' of undefined'. I saved everything how you have shown in the video so I'm quite confused. Does it clash with other plugins? (I mainly use Visustella)
Yes it can very much be a plugin conflict... I'd recommend putting the parallax plugin to the bottom of the plugin list and giving it another try... and to find the plugin it conflicts with turn all plugins off and slowly one after another back on to see which one gives you the error.
EDIT: Alternativly... I think Visustella have their own parallax plugin for MZ.
@@starlitcastle Thank you, but after hours of research, trial and error, I found out that I am just stupid XD It was because I made too many alterations and needed a new save file. Then I had more issues but found out I was putting everything on an overlay so it obscuring the whole map XD
If I had to be that detailed and intricate It wouldn't be using a game engine like RPG Maker! Nobody even hardly wants to buy these games. I still play around with MV myself finishing a game after 1 year of migraine head aches trying to research so many Java Scripts I needed to find to implement for Title screens, Battle system, item Menu, Weapons, Armor, and pretty much every dam thing except the main tiles! But, I just used some custom objects in the game to break up the same old RPG style look somewhat. Excellent efforts though on your part for having the skills and patience to do all this!!
what's the csp canvas dimension??
depends on your game resolution and the map size you want.
For MV/MZ it should be a multiple of 48 and at least as big as you game resolution...
for example if your game res is 1280x720, the map would be at least 1296x720.
Usually I go for an estimate like I want a 20x30 tile big map and turn that into the canvas size... 20x48 and 30x48 etc.
hi may i ask if you could turn on auto subtitle please ToT i'm not very good at hearing in english so it would be really nice if you do. thank you and great work!
Hi! I checked and for whatever reason youtube does not offer me auto subtitles for this video, I only get the option to fill them in manually. I'm a bit short on time currently, so I can't write them rn D: Sorry!
@@starlitcastle it's okay i completely understand :) always appreciate your stuff!
i have a question do i really need Plugins for Parallax Mapping or can i do it with out?
Well, you can use the parallax background option that comes with the engine but it's very limited, as it is only one layer (and it's always below the tileset). You can also do a lot with building custom tilesets.
@@starlitcastle ow i see thanls for letting me know maybe i could make the background then place invicible parts of the tileset the pkayer can work on. Perhaps that could work but thank you so much for you input ill try an see more into the plugins aswell
@@peterhamsterhotdog613 That does work, but you'll run into problems whenever you want to walk underneath or behind something. You could copy that part of the background image onto a new tilemap and use that for overlays. Also you might need to start the name of your parallax background with an ! if the parallax acts weird like following you player around.
Edit: But a parallax plugin sure makes things easier, haha.
@@starlitcastle do you know if the creator of the Plugin use is okay with it being used ind games that can be put on steam for a price?
@@peterhamsterhotdog613 Most creators have terms of use on their website or in their threads on the rpgmakerweb forums. Here are galvs: galvs-scripts.com/terms-of-use/ except for a few, his plugins are free for commercial use (for you to make money with your game by selling the game). The few that aren't are mainly some minigame plugins they created.
Have One of RPG Maker 2003?
Sorry, I don't. I'm not familiar enough with RPGM2003. I couldn't even tell if parallax mapping is a possibility in that engine. I'm sure you can find out with a bit of searching.
how to restrict player movemnet any plugins for it free.
I have a tutorial for it. It's the pinned comment on this video.
I wonder if this works in Vx Ace
I'm pretty sure you can do parallax mapping in VX Ace, but I have no experience with it. Sorry! You'd need to look up which plugin is available for that. (And of course work with the 32px tilesize instead of 48 for your maps)
The problem is, there is very little guides for vx ace and it annoys me so i guess i have to learn scripting@@starlitcastle
@@ziluslules1201 have you checked the rpgmakerweb forums? I think there's still a lot of data on there regarding vxace and quite a few people around that may be able to help you figure stuff out.
My parralax doesn't show
Make sure your plugin call is used correctly, without knowing what you're doing it's hard to help. Otherwise if you have a lot of plugins it could be an issue with conflicting plugins. If you want an easier to use plugin check out orange overlay (MV only I think).
Its a great tutorial, but it's hard to understand everything you say xD
I'm not used to this accent
Thanks for sharing though!
tlieset Link?
Those are RPG Maker MVs standard tileset.
@@starlitcastle png
@@rileytuffreygaming4204 It's not free to use, you have to own RPG Maker MV to use it.
@@starlitcastle okay
not working for me
If you need help you need to be a bit more specific with your problem, as in what doesn't work? If the graphics don't show up or act weird please make sure you used the plugin commands correctly and that no other plugin creates a conflict. If you can't move but you can see your images, that means you have to setup passability, as in filling your map with a normal tile from the tileset in engine that's walkable so the character has something to actually walk on, I have a seperate tutorial on collission and passabilty.
@@starlitcastle the graphics show bellow the actual map, i want it to show up on top.
@@samchanda you need to set the Z layer. The base tileset layer shows at 0 so you'd need your ground parallax layer to be at 1 or above if you want to hide the tileset stuff, par layer at 5 or above and light and shadow even higher (I usually do 10+).
@starlitcastle so I type in Layer_s id map 00 255 6 0
You have some kind of sound bugs that, strike into right ear. Painful :(
Also, very helpful guide
I'm sorry about the sound bugs D:
Can't understand a shi... But good work
Sadly I have to say that this is far too much work. What we need is a shadow script that makes sense
Way too inefficient and time consuming.
Looks good though.
Yes, this might be more time consuming than just using the map editor, but I think there's nothing wrong with spending some more time to get the results you want. It all highly depends on the person and their goals/priorities :) Thanks for watching!
darn in an out zooming, giving seizures.
Holy shit, i wanted the numbers to get explained, but i guess fuck me
thank you!!