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[RMVX] Panoramic Map Tutorial (TONS OF PICTURES)

Marcus

Sponsor

RMVX Panorama Tutorial v.1
By Marcus
First posted at: RMXP.ORG

IMPORTANT NOTE: This tutorial may be freely reposted at any website, blog, or message board.  All I ask from you is to post it in its ORIGINAL UNEDITED STATE.  If I make any changes, it will be specifically displayed in the title.  Thank you.

Although RMVX's tile based mapping system took a hit, Enterbrain was kind enough to resurrect the dead panorama feature that was sorely missed in RMXP.  With panoramas, a clever artist can create maps with more flexibility and style than normal tile based mapping.  This tutorial covers general use of panoramas as well as advanced features such as map making.  This process has yet to be perfected as RMVX handles things differently than 2K/2K3 but it will be improved as time goes on.

BEGINNER'S GUIDE TO PANORAMAS
A panorama (or a parallax as Enterbrain calls it) is a picture that can be displayed on the lowest possibly layer.  Every object, including tiles, character sets, pictures, and battle animations, appear above a panorama.  They're often used as backdrops and scenery but once you learn the basics, they can be used for more advanced methods of mapping.

First, create a map and fill it with grass.  This step isn't necessary but it helps you understand the map editor.



Next, right click on the map name and select “Map Properties.â€
 

Jason

Awesome Bro

Wow, I never thought of this, I thought it needed a script or something, haha.

Now you've made me want to use VX for a game :thumb:
 
ah I see, so you used charactersets instead of pictures to make them ot move when you move, dind't thought of that, the only problem is as you said filesize, as you need a characterset of 3x and 4x times the original panorama which can be pretty big already.
I hope someone gets how to make pictures be static in the map.
congratulations Marcus.
 
If each of your maps has a similar size set of objects, you could put each map's objects as a separate frame in the character set and not waste space.  When setting the character, just choose a different frame for the character.  You would use the whole character set and have scenes for several maps in one file.  I don't really like that approach because of how compression works but it may be fine.
 

Emtch

Member

Yeah, I used to use this method, but it's really hard in RMXP and RM2K3. I VX it's gonna be so much easier. A good way to get panoramas is by making them in Bryce or get real photos. Another game that uses that technique is Lun Calsari's "The Way".
 
Marcus: check the RGSS/2 submitted scripts section for a fog script, I think it'll be easier to use it instead of chars, that what you needed right?
 
The only problem with using a fog instead of (individual) charactersets is that any tall characters will have their heads hiding behind objects. It may be more useful to use individual characters plus the anti-lag script, or a script that shows numerous pictures and changing their (aswell as the character's) z-depth in accordance with each other.

This technique would also do well to have a pixel-movement w/ pixel-collision script, and perhaps a FF7 style "I'm right here hiding behind this large object" pointer.
 
jbrist":28m8nd9v said:
Wow, I never thought of this, I thought it needed a script or something, haha.

Now you've made me want to use VX for a game :thumb:
you can do this in XP too dumb ass I've tried it before!
it takes pictures events and panoramas  :tongue:
 
Yoshine":11y8wq1u said:
jbrist":11y8wq1u said:
Wow, I never thought of this, I thought it needed a script or something, haha.

Now you've made me want to use VX for a game :thumb:
you can do this in XP too dumb ass I've tried it before!
it takes pictures events and panoramas   :tongue:
You don't have to be rude buddy.  You can do it in RMXP but it is easier in VX since you can see your Panorma as you are putting down the unwalkable tiles.  It would be very annoying to have to playtest the game all the time to block off the correct areas.

The only thing I can think of to make it easy on RMXP is to open VX and have a panorama in the editor then find all the squares that need to be blocked and go to the same ones in XP and block them as the tile size is the same.  I believe that would work, but you are using VX for it as well.
 
Amazing, thank you. You could make maps how ever you want with XP tilesets and set priority. Infinite layers in photoshop, this makes my mapping sadness go away
 
Im just wondering on the part that you say you have to increase the canvas size by multiplying the width by 3 and the height by 4. Shall i multiply the 800x608 or the 25x19 map on editor? Thanks for the tutorial really helpfull.
 
Marcus, to solve the 'floating characterset' problem, RMVX automatically displays charactersets with a slight vertical offset to compensate for the viewpoint. The inbuilt help file for VX mentions a certain code you can include in the file name (I think it's an ! mark) that removes this offset, making it appear exactly how it appears on the characterset, thus solving your overlay problem.
 

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