With one A tile layer and one (later two) B/C/D/E layers - therefore no transparent animated water for example - and restricted sizes for these tilesets, mapping became a much faster task, but with results that were often kind of blocky and sometimes boring. I personally used Cyclone Maps by Hudell to ensure everything stays in place, as otherwise the layers move as the player does and that is totally not what you want here.īack when I started using RPG Maker XP, parallax mapping was something I had never heard of, and the reason is simple: with an unlimited tileset size and three mapping layers, possible opacity in autotiles, fogs and autotiles, there was no need to use this technique.īut VX came, and the engine went for a much more performance optimized way and some other changes. On deployment to mobile any parallax bigger than 25x25 tiles is a problem.First of all, you will need a plugin-in to bind your pictures to your map, so they don’t scroll along. And that means that you'll need a top computer to get a parallax with 100x100 tiles working, while even a low-quality mobile device can handle 250x250 tiles on a map.
![rpg maker vx ace parallax rpg maker vx ace parallax](https://66.media.tumblr.com/264894347326cab00371dab2cfb3d5af/tumblr_pn3hyentKp1v0q46ho4_r2_500.png)
A Parallax Map requires several thousand times the RAM of a regular tile map. On deployment to mobile any parallax bigger than 25x25 tiles is a think you better go two steps back to clear up a misunderstanding before things get too confusing for you.īut the real kicker is the RAM requirement. Someone once told me that tile-based mapping is 20% of the work for 80% of the quality of parallax-based mapping, and everyone has to decide if that much more work is worth the added quality.īut the real kicker is the RAM requirement. It takes a lot more time to map in an image program, and then you still have to map the passability in the RM editor as an additional step. The disadvantages of parallax mapping are a lot more work and using up a lot more RAM. In most cases you still move along the grid, but the decorations and walls and so on no longer require the grid, because they are placed on a background picture with an image program like GIMP or Photoshop. The advantage of parallax mapping is that your maps are no longer structured by the grid.
#Rpg maker vx ace parallax series#
However then some users decided that the regular map editor is too limiting and made scripts to stop the parallax (movement) in order to abuse the background picture as a background map.Īnd because of the name for the picture slot this became known as "parallax mapping" for the RM-Community.Īnd it was such a success despite the requirements and limitations of that mapping style, that the last two editions of the RPG-Maker series (MV and MZ) can disable the parallax by default and no longer need scripts or plugins for that mapping technique.
![rpg maker vx ace parallax rpg maker vx ace parallax](https://i.ytimg.com/vi/M0lX647cSJU/hqdefault.jpg)
The RPG-Maker programs always had a slot to provide a parallax for any map to have a number of effects available in the background that are common in games. The reason why a lot of people from outside the RPG-Maker-Community have problems understanding "parallax mapping" is because parallax has nothing to do with mapping, and ONLY the RM-Community constructed that phrase.
![rpg maker vx ace parallax rpg maker vx ace parallax](https://i.ytimg.com/vi/TfOJsAQKGLM/maxresdefault.jpg)
Think you better go two steps back to clear up a misunderstanding before things get too confusing for you.