keep up the great work!
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PIXI.Filters is likely the plugin they talk about. Its a pixel fill shader and is rather expensive, especially for mobile.
The reason its back screening on android is because android has a limit for how much ram and vram you can have at once. Parallax images are awful for phones, let alone larger ones. I don't recommend using parallax mapping for phone games if you can help it. Much better to use tilesets and a decal/doodad like system.
I may look into a system that breaks the images into tiles that could work for android, but I'd need to get MZ first as I don't have the latest version.
Strange as setting reflections enabled to false should remove the reflections.
This plugin hasn't been updated with the latest version of MZ yet, so its possible a lot of bugs exist that I'm not aware of. This plugin was tested and made for the original version so if the developers changed anything I've yet adapted the plugin.
If you want to modify the plugin feel free to! I have finished animated layers (as well as other features like infinite reflection layers) but I just never got around to finishing some of the features and was never sure if I should just incrementally update the plugin with smaller stuff or do everything in one larger patch.
I also don't work with rpgmaker anymore so jumping back into its code can often be a huge undertaking.
I do really want to update it, just finding the time is the difficult part.
Agh sorry, its been a really messy and complicated year +.
Long story short, I was working on (and nearly completed) a new update. Life just happened to get in the way and I'm having trouble knowing how to release this new update without effecting others.
The new update featured Animated Parallax for example, mirror reflections, as well as Infinite Reflections.
The issue I'm having is how to release this. I don't know if I should release a smaller patch that gives everyone the Animated Parallax and other smaller changes, and then release a larger patch with the Infinite Reflections, since those require a slightly newer workflow.
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
Reflections show up above the reflection parallax layer. To get then to appear for other layers they need to have that region transparent so not to over it up.
This is a good point to possibly mention that in the docs, I'll have to check it again and see if I can make it more obvious. Your not the only one with this issue.
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)