
Since it is easier to do this in tiles than in pixels, add this command *both* before the multiplication by 16 *and* before adding 9 as the offset value, like Comment: - Comment: Display scroll-with-map Picture Comment: - Control Variables: = Player's X Coordinate Conditional Branch: Variable Comment: - Comment: Player enters map from the LEFT Comment: - Control Variables: = 9 : Branch End Conditional Branch: Variable > 49 Comment: - Comment: Player enters map from the RIGHT Comment: - Control Variables: = 49 : Branch End Control Variables: -= 9 Control Variables: *= 16 Comment: - For the left edge of the screen, the value for the X-calculation always needs to be *at least* 9, because the player is displayed at the coordinates (009,007) by default, unless they are at a map coordinate that's near the edge of the map. if they are near the edge of the map), add conditional branches to check if the player is near the edge of the map. *However*, readability is super important when you make events, as you might end up struggling to decipher what you were doing if you take a long break from working on your game! Comments are like reminder post-it notes or tabs in a paper files binder, so please use them! - Next, to make sure the Picture is displayed at the correct coordinates when the player is closer near the edge of the screen than usual (e.g. This is mainly for readability so you can easily find the section if you need to edit it later, though they are not necessary for your game to function correctly. NOTE: The "comment" commands are used to help identify where the calculation and display section for your specific Picture are located. I've talked a lot about tile-based coordinates so far, but when displaying a Picture, pixel-based values are required instead! Since RPG Maker 2003 has tiles that are 16x16 pixels big, the third Control Variables command multiples the Player's X-coordinate value by 16 to get the correct player location value. The centre of the screen is 10 tiles in horizontally, but since the left-most tile on the screen has an X-coordinate value of 0, 9 is the value that has to be put in rather than 10.


This means that an offset value has to be put in to make sure the Picture isn't displayed more to the left than intended. The second Control Variables command is added due to Pictures being displayed relative to the centre of the screen, not the top-left. To start with, add these commands to the event where you need to use the Show Picture Comment: - Comment: Display scroll-with-map Picture Comment: - Control Variables: = Player's X Coordinate Control Variables: -= 9 Control Variables: *= 16 Comment: - The first Control Variables command is used to get the Player's X-coordinate as a variable value, though the value obtained is given to the variable in an amount of tiles due to the division by 16. The exact same principle works with vertical coordinate calculation too, except you have to use different offset values for vertical alignment of the picture. This means that the map does *not* scroll vertically, so only the horizontal coordinates for display are calculated in this example. The map I am using as an example is 60x15 tiles or 960x240 pixels in size.

RPG MAKER MV SHOW PICTURE HOW TO
Have you ever wanted to make a big map where can you both have a parallax image and map-size Pictures that scroll with the map showing, but not have to manually input lots of coordinates in several Show/Move Picture event commands due to having several coordinates you can enter the map in? If so, you have come to the right place! Tutorial requirements: - RPG Maker 2003 (this tutorial might work in other RPG Maker versions too, but you'd have to adapt some of the steps to correct for things such as different game resolutions or tile sizes) - Basic knowledge about how variables and conditional branches work - 2 variables per coordinate you want to calculate (so 2 for the X-coordinate, 2 for the Y-coordinate) - A map that's bigger than 20x15 tiles/320x240 pixels and does NOT have any looping enabled (I'm sure you can make it work with looping maps too, but I haven't been able to figure out how to do it yet.) - A map-sized Picture (multiply the map's size in tiles by 16) - A calculator (optional, but recommended if you struggle with mental calculations or want a fail-safe) - First, it's important to take the size of the map into account, both in tiles and pixel size.
