You have 5 layers, all labelled in order of which is to appear on top of the other and they are set to a depth of 7 (above the parallax but below the tiles). To give an example of the issue and the solution… It seems that MV lacks a true Z-Index factor so if any new layers are generated or a prior one is altered, it will ignore the “order” they were originally set to and simply dump it on top of the others. I found a way to “compensate” for the primary issue by generating all required layers first in an event before any “changes” are called (such as fading in/out). It would also add some variation effects to layers, sort of like having a “multi-shifting dimension” effect (eg = Phantasy Star IV -> or 1:15 in to the video). ![]() I have even tried setting layer 6 to layer 10 but the same problem occurs where it obscures everything underneath it instead of being under them.Ĭould you please look in to fixing this? I know it’s possible to set layers even lower than -1 in Galv’s Layer Graphics plugin but their plugin does not include an opacity shifter or hue value like yours does.Īlso, didn’t include a “hue shifter” so that ruled out another possible solution/idea to create a transition effect from day->sunset->night->sunrise->day. The problem is that layer 6 is prioritizing itself “over” layers 7, 8 and 9 instead of staying “under” them, ignoring layer priority and obscuring everything under it. Layer 6 is set to 0 opacity at which after a certain point during the in-games day, the opacity would then fade in Layer 6 to 255 to create a sunset or sunrise before being fading out to 0 again. 3 are set as layers 7,8 and 9 (the waves) and have their opacity set to 30. 4 of those layers are set to a depth of 7 (over the parallax but under all tiles/sprites). I have an ocean set up using several layers. RPG Maker Unite Will be released worldwide in 2022 for PC via Steam and the Unity Asset Store.There is an odd quirk in your layering order system. For those interested in learning more, please stay tuned to our Dev Log #5 on Steam! In our Dev Log #5, scheduled for later this month, we’ll be delving deeper into parallax mapping and large parts, e.g. – Upon completion, users can start defining collision settings for the map, making it game-ready for characters to walk around on! – Default asset examples for Parallax Mapping and Large Parts. We, the dev team, are also very excited about the talents RPG Maker Community can do in their future games given how much more empowering RPG Maker Unite‘s new map editor brings! Once users learn the ins and outs of each type of map making tool, they can mix and match what best suits what they want to create depending on the situation, allowing for much greater creative freedom than in the past! ■ Master and combine all three for maximum creative freedomĪs we focus on the introduction of parallax mapping and large objects in this article, it’s important to remember that tiles are still a great way to create maps RPG Maker Uniteas they traditionally always were! Parallax Mapping isn’t the only addition that makes creating maps more enjoyable! Now there is also a new asset category called “Large Parts”.Īs the name suggests, large pieces such as houses, trees and castles can be quickly placed on maps with just a few mouse clicks! Map making now feels more like a game and not more like a full-time job than before!Įven better, since Large Parts are their own PNG files, users can share their custom Large Parts with others too! ■ Use Big Pieces to quickly add map elements-almost like a sandbox game Compared to simply using tiles, Parallax Mapping makes it easier to create complex shapes and curves, giving users much more creative freedom! After that, just decorate with other pieces and tiles if needed! Parallax mapping allows images to be used as the basis of a map. buildings) and tiles to decorate a bit and voila, a new map is born! RPG Maker community.īy using Parallax Mapping, the map creation process becomes much faster and easier as the user just needs to place additional parts (e.g. In the RPG Maker Unite, by default users have access to the option to load pre-designed images as the basis for maps! This feature is known in the US as “Parallax Mapping”. This gives the user a lot of freedom to create whatever they want, but it becomes quite difficult when a larger map is desired. ![]() ![]() In the traditional RPG Maker series, creating maps usually involves taking “tiles” such as grassy meadows, buildings, map objects, etc. ■ Parallax mapping: use of ready-made images as map base for faster map construction
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