Really, really good for noncommercial games that still want to look good. You won't be able to smoothly round things, and the lighting/shadow functions are fairly primitive, but besides that, it offers almost everything that Parallax Mapping does, with a considerably lower time time investment and a much smaller hit to performance and file size. I haven't found lag/performance to be a big issue (using Yami's Parallax scripts), but it is absolutely true what people have said about this approach increasing your game's file size, so keep that in mind.įinally, it's also worth noting that Yanfly's Grid-Free Doodads is an excellent middle ground between the advantages of Parallax Mapping and the advantages of Ordinary Mapping if you're using RPG Maker MV. It is true that there is lag on lesser devices like my 15-year old laptop, but this was also true without parallax maps. I use maps that are up to about 17x200 (equivalent in area to 50圆0), with up to ~100 events on a single map, and my game usually runs above 50 FPS. But if you really want your maps to look good, or you're going commercial with your game and you want the gameplay screenshots to catch peoples' eye, I suggest this approach.Īs far as lag - I use a middle-of-the-line desktop (nine years old, 2.8GHz processor, 8GB RAM) and the parallax maps have only marginally affected my game's performance. On the contrary, your development time will be longer and more arduous. Tsuki is a very talented Photoshop artist and I don't mean to imply that any of this can be done easily just by "using Parallax mapping".
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |