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A member registered Sep 09, 2019 · View creator page →

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keep up the great work!

Yes everything you see in the images is possible with the plugin. You can actually see all the examples and how they work in the demo file.

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. 

That is a nice feature too. I'll look into a system that can do that, even better maybe I can make it automatically do it.

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These are done with a rather expensive pixel shader. It's possible to do and I had plans to maybe do it.  


Tbh I've been meaning to update this plugin for a while it's just hard cause I don't have an up to date version of MZ.

What do you mean move with water or be static?

it's possible tile rules aren't correct. The example map uses terrain tiles for collisions if I recall.

The plugin version is correct, the version number is just mistyped. The error provided isn't a error.

This plugin doesn't promise to work with other plugins. Any problems should be discussed with the conflicting plugins creator. 

Wow I'm flattered! Really great and indepth video! I'm surprised to see people still actively using this plugin to this day and it brings me to shame that I've yet to update it. 

I really appreciate the time and effort you put in to this!

Then I'll make sure to post an update this week! It'll be small... likely only animated parallaxes. I hope that's okay. 

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. 

I'll be giving it a look this week. I'll also be looking into finally pushing out an update. Its been too long!

I'd have to check, give me a bit of time to look and I'll see. It's possible something changed!

What version of MZ are you using?

Let me see what I can do.

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.

Awww I'm sorry to hear that, there are workflows people use to make that a little easier I think.

I'm sorry what exactly do you mean?

No there isn't a way built in. The standard way you'd do this for parallax maps is by exporting a version of your parallax maps all together and use that as a parallax in the map settings.

oh sorry I didn't see this till now. I haven't tested it with mobile, but its possible its a pixiv5 issue. Ill need to find away to test

Ooh thanks for pointing that out...I'll take a look!

There shouldn't be but I'll give it a test and let you know. A new update is on the way too.

It's hard to know how to help you without more information.

If you were asking for a tutorial, a wonderful youtuber and friend echo607 made a tutorial covering it.

Sorry? Get what to work? The entire plugin?

Is there a way by default for bush depth to work on larger sprites? I don't remember if that's native to MZ.

Unfortunately I have no plans to as of this time. 

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.

Is this still an issue? Sorry for the massive delay in getting back to you.

Yea I had a lot of stuff like this planned but this year has been really bad for me.

Come to think of it, I should prob update the example project to a newer version.

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Thanks! An example project is available in the downloads, it contains images and examples on how to pull off these effects.

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

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.

This is pretty great!

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

Thank you I appreciate it! It's been a busy few months so apologize for this large delay.

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)

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.