![]() Someone once told me that tile-based mapping is 20% of the work for 80% of the quality of parallax-based mapping, and everyone has to decide if that much more work is worth the added quality.īut the real kicker is the RAM requirement. ![]() It takes a lot more time to map in an image program, and then you still have to map the passability in the RM editor as an additional step. The disadvantages of parallax mapping are a lot more work and using up a lot more RAM. In most cases you still move along the grid, but the decorations and walls and so on no longer require the grid, because they are placed on a background picture with an image program like GIMP or Photoshop. The advantage of parallax mapping is that your maps are no longer structured by the grid. However then some users decided that the regular map editor is too limiting and made scripts to stop the parallax (movement) in order to abuse the background picture as a background map.Īnd because of the name for the picture slot this became known as "parallax mapping" for the RM-Community.Īnd it was such a success despite the requirements and limitations of that mapping style, that the last two editions of the RPG-Maker series (MV and MZ) can disable the parallax by default and no longer need scripts or plugins for that mapping technique. The RPG-Maker programs always had a slot to provide a parallax for any map to have a number of effects available in the background that are common in games. The reason why a lot of people from outside the RPG-Maker-Community have problems understanding "parallax mapping" is because parallax has nothing to do with mapping, and ONLY the RM-Community constructed that phrase. Think you better go two steps back to clear up a misunderstanding before things get too confusing for you.
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