12/27/2023 0 Comments Rpg maker parallax roadsSo every frame that the floor is doing nothing during the animation, it has to be a new sprite. The downside with Doodad's is that the animation is really bare-bones. For my map that I linked, even though the floor is probably only a few hundred pixels wide, every single frame of the floor animation would have to be a 1920x1080p image with the floor somewhere in the middle of it so that it's properly positioned.Īt least with Doodad's, I can just make the floor a spritesheet with each sprite being just a few hundred pixels, and reposition it to where it needs to be. The trouble with all parallax plugins I've seen is that they don't allow you to reposition the parallax'd picture. Thank you for your time! I appreciate any and all advice you might have! What is the best way to achieve my goal? Is using the Grid-free-doodads plugin the best way? Or would manually eventing the map as a ton of Show Picture Events be more optimized? Is there a way to load just portions of the map that the player can see? Would that even make things better performance-wise? The trouble is, since my map is thousands of pixels wide/tall, the Doodads are also extremely large and animating them simply multiples that size several-fold. The map's floor is a giant Doodad, the walls are Doodad's, etc. The entire map is pretty much a bunch of animated Doodads. This is exactly what I want the map to look like/animate. So currently, to achieve this, I'm using Yanfly's Grid-Free-Doodad's to basically construct my map. A forest's trees should sway in the wind, water is moving, etc. Anywhere from thousands to several thousand pixels in height/width.Īnimate said parallax maps. Have huge parallax maps at full HD resolution. So I'm trying to really be conscious of optimizing wherever I can so that lower-end devices can still run my game. I've parallax-mapped some pretty large maps (my game is planned to be full HD).
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