![]() ![]() The new parallax backgrounds will stay in effect forever on the player’s game unless the switch is turned off. Other maps specified in the Plugin Parameters (7, 10, & 11) were also affected by parallax background change. This makes for smoother transitions between similar maps. By saving a loading parallax positions, the parallax background will be in the same position on the new map that it was right before the player left the old map. Without this plugin, when the player goes to the next map, the parallax background will jump back to the default position. This is useful for transferring between maps that (1) use the same parallax background and (2) have the parallax background scroll. I recommend you place this plugin toward the bottom of your plugin list, so it has high priority.Įxample 1: Saving and Loading Parallax Positions.Use the Plugin Manager to add and activate the plugin. Open your project in RPG Maker MZ, then go to the Tools menu and select Plugin Manager.Place the file in your project’s “js” folder, within the “plugins” folder. Make sure the unzipped file is named Tyruswoo_MapProperties.js and is saved as a.Now all you have to do is make the rest of the game. On the last page, set the Conditions so that when Title Select equals 3 and the Z key is pressed, a sound plays, the screen fades and the game exits. On the second page, set the conditions so that when Title Select equals 2 and the Z key is pressed, a sound plays and the Load Menu appears. You’ll have to enable menu access and show the player on another map. On the first page, set the condition so that when Title Select equals 1 and the Z key is pressed (Title = 5), a sound of your choice plays, the screen fades with an animation of your choice, and the player gets teleported to where you want to start the game. On the fifth Event, disable access to the pause menu.įinally on the last event, create three pages for each selection choice. Set “Use Transparent Color” to Yes on each one. On the first event, set the picture to the New Game selection, the second branch to the Continue selection, and the third branch to the Exit selection. On the fourth Event, create three conditional branches for when the Title Select variable equals 1, 2 and 3 respectively, a Show Picture command changes Picture number 1. On the third Event, create two conditional branches that prevent the Title Select variable from being greater than 3 and less than 1, as seen below. Enable the directional and selection keys and check the “Wait for Key Input” box.Ĭreate two Conditional Branches so that when the left key is pressed (Title = 2), it plays a sound effect of your choice and subtracts the Title Select variable by 1, and that when the right key is pressed (Title = 3), it adds to Title Select by 1. ![]() On the second Event, create a Key Input Processing command that controls Variable 0001 (Title). This prevents the fading animation from looping. Create a second page so that when Title Loaded is ON, nothing happens. Set the Variable 0002 to the name “Title Select” with a value of 1, then name Switch 0001 “Title Loaded” and set it to ON. Add six events at the top left corner of the screen and set their triggers to Parallel Process.įor the first of the six events, hide the player then show the screen with a fading animation of your choice. Now, in the editor, create an empty map with a 20×15 tile size, and enable Parallax background, and set it to his smug ♥♥♥♥♥♥♥♥♥♥♥ face I can’t believeĬreate a player start point in the corner of the screen and surround it with empty collision events. Now for the panarama, there are plenty of tutorials on how to make parallax images for RPG Maker, so we’re just gonna use a frame from the anime Kaiba edited to be seamless in GIMP. What, you expected a completely serious tutorial? Pfft, nah. I have put my three menu images into a gif so one would get the idea. The title goes on top, and the selections go on the bottom or center, ordered horizontally or vertically, and each image indicating that the options in title have been selected, then save them in your game’s Pictures folder. Your title must consist of three 320×240 PNG images with 256 color palettes and a background color that serves as a chroma key. Then, you make your title in GIMP or whatever image editing software you have that isn’t MS Paint. Okay, first thing you need to do is go to your game’s Database, go to the System tab and uncheck the Use box next to the Title Graphic. This should help you if you’re tired of the default Title Screen formatting and want to learn how to make something different. ![]() This is a mirror of this Tumblr post I made formatted for Steam.
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