![]() Build as much of the “back” of your map as you’d like. ![]() We’re also going to make sure our desk is in place so that we can hang some clocks over it. What we want to do is parallax in all of those missing spaces behind our decoration. Using copy and paste, you can easily draw into your image the back walls. ![]() You’ll also benefit tremendously from setting up some gridelines for a 32×32 grid. Open it up in your favorite photo editing software – I use Gimp because it’s free. Now that you have a sense of what you’re doing, you can use Hime’s Map Exporter (which I talked about in a Friday Script post ages ago) to get a. All of this is going to get fixed with parallax touch-ups. Finally, I hate the positioning of that map – it’s just way too high on the wall to be of any use, but if I lower it a full tile, it still looks awful. ![]() Moreover, look at the desk on the back wall – because it’s just slightly two tiles high, I can’t put anymore clocks above it. Smart move will let us be pushed slightly to the side in order to pass by an object if we are within a couple pixels of making it past the object.Because clocks, maps, and desks are all on the same “layer” as the wall, the wall disappears when I place them. Pixel precision doesn’t always work and sometimes makes it feel clunky, but luckily we have smart move. It makes setting up the map a bit simpler as well. The reason being is it just makes it simpler and smooth to walk along a wall when there aren’t little nudged making your character freak out or get stuck. Instead of using boxes for objects like the tree stump or fences, making pixel perfect collisions might make it feel nicer to move around.įor the walls of the map, I do prefer boxes to the exact form of the cliff or wall. Something to improve on could be pixel precision. Note the purple is going to be above the character and the red is collision like in the tree example. There are a few things here that could definitely be changed or improved but this gets at the basic idea. So here is a rough draft version of our collisions. Take a look at our entire collision map put along with our ground and parallax map. When mapping out collisions for a whole map, there are a couple things to consider. Top down view can sometimes be confusing, so make sure you are playing other RPGs with the same perspective to get an idea on how they deal with viewpoint problems. The stump of the tree should feel like it is sitting on the ground and that as it goes up it doesn’t actually take up the space where the leaves are since it would be above our character. Notice that these two elements need to work together in defining the depth of the map. The purple parallax will go above our character and will let you move underneath it while the red box is a collision box our character cannot pass through. On the right in the image above, you can see our parallax and collision box for our little tree. On the other hand, grid based movement is much more simple as you are about to find out. Pixel based movement is much more powerful and better for feel of player movement than grid based movement. I believe this one of the best scripts out there for breaking away from the traditional RPG Maker mold. Thanks to a great plugin by Quasi, which you can check out right here, RPG Maker is able to support non-grid movement and collision boxes. Most RPG Maker users will never really have to deal with them as they simply use grid based movement. Collisions are a huge part of 2D RPGs and video games in general.
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