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to the Mirror topic: 
is the option there? Will be one of the reason to buy it i need a plugin for reflections (water) and mirroring into a mirror.

Not yet, but its something I'm looking into. The problem with mirrors is that it can be a bit difficult to get right as would require some work on the user side to get right.

This is because the mirror needs to be able to be ordered behind the player. And the reflection also needs to be a flipped direction version of the player, and ordered below too. 

This is trivial if you design mirrors to be rendered always below a character, but you can't for example have a mirror be both allowed in front and behind the player. (I mean you could also do that but it'd require toggling on/off z depth values)

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U can do it by region Id. Based on this u can once make a mirror or reflection 

Yea I think controller the data per region ID (such as rotation) would be the best direction

This feature has been completed and will be included in the next larger update.

https://anisoft.itch.io/mzplus-prime-parallax/devlog/223426/in-the-works

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Looks awsome! Would it be possible to create an effect like this? Where tall objects are above lower layers of fog?

So this sorta effect is achieved by layering many layers of fog. 

One issue you may run into is allow the fog layers to render between tilemap sprites. I'll have to look into if its possible already.

Heya Ani!
I saw that you were looking into doing a big update and was wondering if that had a timeline or expected release! I'm super excited to see what you do with it since I saw that you were looking to include some animation parallaxing.

I am also just double checking before I purchase but when changing parallaxes is there a way to "ease" or change them gradually rather than suddenly? ie. if I wanted to change the day light layer to a night light layer it would fade into it. Or is this only achievable by using fog layers as normal layers and manually lowering the opacity bit by bit?

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Heya sorry for delayed reply. NO ETA yet on the patch but I hope to do it this month. I've been pretty busy lately trying to finish a game of mine and before that I was having computer issues.

Easing parallaxes huh.. hmmm I swear I had the ability to bind variables to properties. That way you could manually control stuff via the variables. Ah but your probably wanting the ability to blend between two different images... hmmm. That is something I could look into as well but its possible it'd be better to hack with the fog layers.

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Okay yeah as long as it's doable with the fog layers should be A-ok! Thanks!

I can't wait for the update but don't forget to not stress yourself too much :D

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Yea I apologize for it taking so long, its difficult to figure out how to address this next patch so to not break anything too. 


Animated Fog Layers will be a must added feature, its possible I'll also add something like a filter layer so u can distort the fog too.

I also know a few bugs people suggested so Ill take a look to fix those.

Some people suggested masking support so I'll take a look to see if that's doable too. 

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Hello Anisoft,
The plugin would be perfect if we can add a wave effect on the reflection, and if we could adjust the intensity of the fade. If you can ... with hope and thank you.

It's possible I could add some sort of fade intensity tho it may have to be a global fade intensity (applied to all)

I'll look and see what I can do. 

As for a wave effect, that too is also possible tho it'll have a preformance hit if its applied to each reflection separately (meaning that if u want it to run well it'd need to be applied to all) 

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Yes that's the case I have a lot of scenes where my characters are in the water (a challenge I wanted to meet) I want it to be the same for everyone (as well as for the fade). So now that I know your script a little better I can say that it works wonderfully. <3

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Okay so Ill take a look into adding a global fade/wave distortion. 

If I add displacement support for the fog, then I'll def add the wave support for reflections.

Thank you!

Hey, I just noticed that character graphics with an "!" in their filename (mostly used for objects) are not affected by the bush effect when placed in water (the pixels at the bottom of the graphic being slightly transparent). Every other character graphic works fine.

Oh that's interesting, I'll look into it! Thanks for letting me know.

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How did you restrict the water reflection image (seamlessCuastics)  to ONLY the part of the map that makes sense on Sunshade Cavee level? Please explain! It's the only part I can't figure out.

Figured it out.. pretty complex, at least for me. For anyone else who needs to know... You need to have have NO map in RPG Maker. Delete all your tiles. Your source of maps must come exclusively from parallax maps. Again, that's what worked for me... There might be a better, or smarter way, but my animated water is finally working :)

Now if only I could figure out why I *CANNOT* seem to get any reflections on any surfaces...

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Oh wow, I must have missed this, apologies! 
What exactly do you mean by "why I *CANNOT* seem to get any reflections on any surfaces..."

I think I see what you mean, the way u make caustics only apply to a part of the map is by having it the lowest layer, the groundLayer will then isolate the caustics only to that specific part.

2 questions:

Is it possible to use the reflection layer to set up mirrors or is the reflection always below the sprite?

Lastly. Is it possible to exclude characters from being reflected like Vampires for instance.

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The last question is already possible via the reflection parameters.

The first should be possible after I implement the ability to rotate reflections

is the option there? Will be one of the reason to buy it i need a plugin for reflections (water) and mirroring into a mirror.

https://anisoft.itch.io/mzplus-prime-parallax/devlog/223426/in-the-works

How do you do a fog that's always centred on a player?
Or in other words, It moves alongside with him, because setting it as screen only makes it repeat forever, but I want it, to be always centred on a player, so it gives the illusion that it's not moving.

Hmmm this is a good question, I dont remember if I added the ability for "follow screen" 

This is something I'mm be considering for the next major update.

By the way, why only go for unlimited fog layers?

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Because it was a bit easier in terms of clear usability to have a few preset parallax layers, and then infinite fog layers.


You can of course use fog layers like a normal parallax layer.

hello, thanks for the plugin, you are appreciated. I wanted to ask about image map size. Are there size restrictions? Can a 100x100 map size be made with 3 to 5 layers with out  issues of lag?

The larger your map, the more expensive it gets 


So it depends on your hardware speed

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It'd be great if you could add some way of animating the ground and parallax layer, or at least ability to toggle off/on certain layers when entering/leaving a region

Sure, that could for a next update.

I'll look into getting this added soon.

Thank you.

I've been loving the plugin, so just wanted to first say thank you for making/sharing this. Just a random question, is there any plans/is it possible to implement something similar to the Quixios or HimeWorks "Collision Maps" plugins?

Those use custom movement plugins. This plugin is designed around just visuals not actual movement.

Ah okay, thank you.

No matter what I do, I can't seem to make autolayers work.

This needs to be renamed 


Auto layers is really just  auto preset.


You still need to manually tell the layer to show up per map with the plugin command

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I knew about this plugin from Echo607, and it's quite well made! However, my only issue with it is that the Reflection layer never turns off unless I use the plugin's parameter. And even if I turned it off from there, it never turns back on in plugin commands, vice-versa. 

Unless I am missing something, I apologize for that.

Character Reflections : true/ false actually disables reflections period. As in the renderer and code related will never be used.

Default Visibility: true/false will set the default visibility for reflections to be true or false, this will then allow you to manually turn them off/on on an individual basis or with region commands.

Are you asking for a way to toggle the entire layer on and off? If so I can look into something for that.

If it's won't be so much trouble, yes. 

When I turned the Character Reflection off in the plugin parameter, it never gets overwritten in the toggle layer via plugin command.

Sure thing, I'll see what I can do!

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New update just released, this adds the ability to effect ALL reflections with plugin commands. Just be sure to have reflections set to be on, and then you can change parameters such as visibility and opacity after the fact.

https://anisoft.itch.io/mzplus-prime-parallax/devlog/185086/update-106

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hey,  is it possible to apply a parrallax graphic like cloud shadow only on one layer, for example the cloud shadow only hits the tower, becasue it is so tall, but it wont show it on below (ground, backround parallax) and even above, so only for taht specific layer, anyway great work :)

So currently there is no way to use "masking" that is a feature I like the idea of and will look into doing for the next update.

As a workaround you can set the cloud shadow to be bound to the map and set it to be the size of the tower.

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Hey I really love your plugin and it has helped a lot but I ran into an issue with it. As soon as I activate your plugin I am no longer able to use the ballon animations because they don't show up and make my game freeze. It only happens after turning this plugin on. Could anyone help me out with this?

Of course! Give me some time to check it out and figure out the problem!

So I tried testing out using a balloon animation and didn't experience any freeze. You may wanna test to see what other plugins could be causing it.

I have the same problem. I disabled all other plugins and the problem persists. All I have enabled are MZPlus and MZPlusPrimeParallax. With both enabled it wont show balloon-icons. With only MZPlus enabled, the balloon icons are back. (game doesn't freeze, just for the second where the balloon animation should actually be shown). By the way, it is really an awesome plugin, which does exactly what I wanted :)

It's really weird because I couldn't get that behavior. Balloons seemed to play correctly.

May I have some steps on how I may replicate it?

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I just made a new project with only the mz-plugins. All is ok. So I started a new game on the firtst project and now it works with even a lot of other plugins. But it won´t show balloons on a save game. i test a bit more later because its 1 am and i have to get up in 4 hours. will be back on testing after work

That may be the issue then! I assume something in Prime Parallax doesn't work right for saves. I'll try that out asap when I wake up!

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Hello ! I've just purchassed your plugin, but I don't understand very well how it works (despite of Echo's tutorial...). Is it possible to have a demo project ?

Sure I've had a few people ask me for a demo. I'll provide one in a day or so!

Great, thank you !!

I've added an example project!

https://anisoft.itch.io/mzplus-prime-parallax/devlog/179305/update-105-example-p...

Wow it's really impressive ! Lot of thanks !!

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Bought this after finding Echo's tutorial. Got it working with a light layer. Really excited to explore this parallax heaven! Thank you for making this, as well as the instructional PDF. 

Thank you for enjoying it!

Silly question but; how do I actually enable the image files in the folders to appear in the game?

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I'm sorry but I'm a bit confused. What exactly do you mean? The images either need to be located in the layers folder you set (default being parallaxMaps)  you can also set them to be in separate folders which are named after the layer name you set in the settings.

(Set the folder name here)

For each Default Auto Layer you can set the layerName too


The folder name you set must be located in your imgs folder as its own folder with the same name.



If you set sub folders name them the same as the layer name in the auto layers.

Id also like to note that there was a bug in relation to loading custom/manual images when using the change layers plugin command. 

This would prevent images from being loaded when inputting image paths in the text of the plugin command.

https://anisoft.itch.io/mzplus-prime-parallax/devlog/178253/update-103

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Thank you for the response. This is very informative. What I ultimately meant, I think, was how to get the script to identify which images go to which map. Not sure if I just missed where that was explained. I used to use a common parallax mapping plugin on MV that had you name them with a number corresponding with the map # (Ground_1.png in the parallax folder), and then in the map details you would put a tag like "<ground>, <par>, etc." to have the map look for the image. 

For this script would I just follow the naming convention in your last screenshot, and it automatically checks those new folders for a map when the game loads?

Thank you again

If you have sub folders turned on, then it'll load the images from those folders. Otherwise it'll just load them from the main parallaxMaps folder. 

If your wondering how to specificy what map to use, the number at the end is the map id. 

So groundMap_11 = groundMap on map 11

Was this information not in the docs? If so I'll have to update that.

Deleted 2 years ago
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