

However, some of that stuff shouldn't be background at all! In fact, it should appear ABOVE your character. When I do, I reflect the image of the graphic so that it looks like a different graphic was used, neato! With all my objects added to the image, here is what it turned out looking like:ĥ) So, that's all good, you've got your background. I also try not to use the same graphic more than twice on a map. For me, I like to fill up all space that I know my character cannot walk. Do it as much as needed until you have everything you want on the image. Since you are not restricted by tiles or amount of graphics per tile, you can add what you want, where you want! Simply copy a graphic you are using for your game and take out the background color. Some of the shadows might be hard to notice, but will be easier to see once you add more stuff to the map.Ĥ.3) All that is left is the simplest, but probably most time consuming part. I'm not going to pretend to be good at making shadows, but parallax mapping allows shadows so easily it is hard to pass it up! Just take a tool and darken areas you want to look like they are in the shade/shadows.įor this map, I made shadows at the top and bottom exits, as well as on the right side along the trees. After that, I shade the outer treeline with the same dark green to give it a more fading look.Ĥ.2) Next, I want to add some shadows to the floor. Using the tools of my program, I changed the remaining outer brown to a dark green. Doesn't give the feel of a deep forest and doesn't cover all the brown. Personally, I'm not entirely pleased with how that looks. By placing trees around the outside of the map and covering as much brown as possible I get a more forest like feel. I do this in multiple stages, and I'll show them to you in order so that you have a better idea of what's goin on.Ĥ.1) First, I want to lay down my treeline. Anyways, some of the graphics I ended up using for this map include:Ĥ) Use the graphics you have and the tools in your editing program to finish your map. You should have these available already either on the chipset you used or elsewhere. I used photoshop since the layers feature it has is extremely helpful for this, but many other programs (including even MS Paint) are acceptable.ģ) Compile some graphics that you want to use on your map. Mine ended up looking like this:Īt this point, it really doesn't matter how good the map looks, because you can fix it all later! Save your image and move on to the next step.Ģ) Open your map in an image editing program. For RM2003, those dimensions are 320x240 pixels. Make sure the dimensions of the screenshot taken are the same as the dimensions of one screen of the game. When you are done making the map, take a screenshot of it. You DO NOT need to detail this map, just use regular tiles to create the shape of the map you desire. If you want to know where I ripped them from, I will tell you so that you can get the original graphics for your own needs!ġ) Start by making a tiled map. As an additional note I would like to clear up now, please do not take the graphics I post here as an example and use them in your own projects, as they are edited from the originals specifically for my own project. For the example here, I will be using the program RPG Maker 2003. In this tutorial, I will create a parallax map for my own game. It allows perfect positioning of desired things, as well as shading/shadowing/outlining that traditional tiled mapping does not. Using parallax mapping allows the addition of more items/objects/plates/armors/swords/muffins/cups/etc to be placed on tables/shelves/racks/etc than tiled mapping with fixed graphics would. An example of a map where Parallax mapping would be beneficial is a shop. Movement and Eventing may still be tiled depending on the game making program used, but your graphics are not! Parallax mapping is especially useful for maps where having graphics be tiled can create a huge limitation. Now that I weaseled that bit above into the topic, we can move on to the good stuff: Parallax Mapping!įirst: What is Parallax Mapping? Basically, it is using a background as the map, and forgoing the use of tiled mapping. Even though it is dead, I wanted to make something for it anyways. This is my contest entry for MIContest 4.
