FEATURES
This plugin allows you to use graphics as layers on the map. The layers can appear at different height levels (below the map, below characters, above everything, etc.) and can move in different ways. This was designed to be used for layer mapping (aka parallax mapping) as well as fogs and other effects.
In addition to map layers, layers can also be created in battles, allowing fogs and other effects.
VERSION 1.4 – RPG Maker MZ
Download Plugin file
Download my master demo to view examples of this plugin from:
Galv’s MZ Plugins Home
Hello Galv, I know this probably won’t mean much but I want you to know that I truly appreciate what you have done for the community. some of the plugins you have given us are the best by far for my game purpose. Thank you kindly. you are appreciated.
It means a lot, thanks, Rick!
how do you make the pictures appear below the player?
change the z value to a smaller number. You can use decimals and negative numbers, too.
Hello, tysm for u hard work
I just wanna ask i can control images using the plugins right
Like i mean the game start with image 1 and after player do something its change to image 2
Yes, you can change the layer graphics during the game.
Very cool! I’m hoping lots of creators will make cool parallax mapping with this!
yey! looking forward to the other ones. great work Galv
Sounds pretty sweet, on top of having multiple map layers.
Awesome, thank you :-) However when I include the note in the map properties everything works perfectly. But when I do it as an plugin command in an event it doesn’t. Tried every possible way now, also had a look into your demo, but it’s simply not working. I’m using the same as the note in the map properties. Do you have any ideas what is wrong?
Does it not work in the demo? Look at the commands in the demo. Are you making sure to refresh the layers if you create them inside an event on the current map?
That was it! Sorry, I totally oversaw this :-( Thank you so much!
Woohoo, Galv is making plugins for MZ, some of my most used plugins came from you. Hopefully you port shards to MZ ;)
I was waiting for your plugin! Thank you!
However, I was unable to switch layers during battle.
It works if you set it on the map and then start the battle.
But I want to switch during Battle.
You need to use the Plugin Command Refresh in battle after changing layers.
Thank you! I were able to display the layers during the battle!
Let me discuss one more thing.
Galv.LG.bLayer(1);
GALV_LayerGraphicsMZ, Refresh Layer
I ran this, but couldn’t delete the layer.
The following is the error message displayed.
cannot read proprty’graphic’ of udefined
Hmm, thanks for letting me know. I recommend deleting the battle layers outside of battle. Change opacity to 0 to have them hidden in the battle. I’ll look into that issue when I can.
Thank you very much!
It corresponds by setting the opacity to 0.
I also expect new versions.
Thank you a lot Galv!
I hope your awesome MV bust menu plugin will be ported soon to MZ!
Love your work but having a weird issue. I followed you demo, which helped a ton getting my static layer to stick, only one problem. When I walk past about half way down my map(its 27×17 sized) the layer disappears. When I go back up, it comes back. I used Z layer 0 like your demo. When I set it to different Z layers it stays on but it causes me to walk behind parts of the layer. Does it matter what layers I use building my map in MZ? I noticed in your demo you have the walking area at layer 1, back round trees on a new layer and foreground trees on another layer. Is that maybe the issue? Thanks and sorry for the wall of text lol. Also I have my game set to display 1280×720 for widescreen so its not a full 48×48 grid if that matters.
Try setting the Z value to something like 0.1 and let me know if it still happens
hey, great pugin and thanks for your work. I have a question: is it possible to apply a graphic only to a specific layer, so it wont show below or above, but only for that defined layer?
Not sure what you mean or what you are trying to do. Do you mean to make it act like an event does? If so, not with this plugin.
for example: I want to hit the cloud shadow (galvlayer) only a specific layer so it wont hit the normal parallax in the backround, but only the tower, because he is so high. complicated to explain :)
see picture: https://imgur.com/B2u2n3w
No, sorry, this plugin doesn’t allow you to do things like that.
I think that there is a bug in this layer plugin system whenever
you make a call from the common events. If you once display a static layer and then clear it through a common event call, it won’t be an issue but if you recall the save common event once again, it fails to show the same static layer that was shown previously.
This issue only occurs while using a common event though but not in manual plugin command call.
I tried to create a light system binding the common events in an item and your plugin, but the same problem is persistent. I tried to fix that through different methods of the common event call but failed.
Hope you will take that bug into consideration. Thank You for all these amazing plugins.
There shouldn’t be an issue with using common event to call and create layers – it might be how and when you are calling them. Just make sure if you are creating a layer on the same map, you need to refresh the layers.
I would create all the layers you need and leave the ones not active invisible and just change their opacity when needed.
I changed the opacity of the layer as you suggested. Worked like a charm for me. Thanks once again for the response.
thanks for the plugin
The plugin works like a charm for maps I am currently designing. I am getting a [“Type Error” Cannot Read Property of Undefined.”] for those maps in my project I have not done yet.
Are you creating layers on maps you haven’t created yet?
The Save Game was done prior to installing the plug-in. When the plug-in is enabled, the Save Game Continue file with error out when selected. New game runs fine and I can Save and reload any Save AFTER the plug-in was installed and enabled. I concluded if you are running the game and saving you will be ok until you download and install/enable future plug-ins.
You are correct – a lot of plugins require you to start a new game after installing them.
I installed the plugin and when I start a new game I get a error stating TypeError cannot read property ‘7’ of undefined. What could cause this? Thanks!
If you installed the plugin and then loaded a save file that was made before installing the plugin might cause that.
Hi Galv, I did try a new game but now I get the TypeError cannot read property ‘2’ of undefined. I closed the program and restarted it along with a new game and I still get the error. Could other plugins be causing this?
I wouldn’t think that was an error caused by another plugin unless it was an issue with coding – or perhaps a plugin that skips the default new game step. It sounds like an error with script call or the plugin not activated?
I cannot help everyone error trap their projects but here’s a list of things to try:
How does your plugin works with collision? I mean… I don’t want a layer lower or above, I want my chara stop where the image is (A wall for example). Sorry my noobness
This doesn’t do anything with collision. It’s a visual plugin.
ok and then if I use layer 0, how can I make my character not going through SOME things in that layer? That’s the question.
By using the default collision of RPG Maker. I recommend asking in a forum for advice on parallax/layer mapping if that’s what you are trying to do. This plugin only displays images, doesn’t do anything with collision.
Hello!
Nice pluguin! but…
Can you add a “move layer” or something like that?
I work with parrallax mapping, and for example, in 2k3, i can use Pictures to do parallax mapping, and I can move them wherever i want, and i miss doing something like that in this pluguin, to move the layer in the coordinates i want or by variable, is that posible??
Thanks, and keep the good job!! :)
I won’t be making any changes to this plugin, sorry.
Hello,
Trying you plugin gave me an idea of a stealth situation like we could see in the game “commando” in which you had to avoid being seen by soldiers.
Do you think it would be possible to interact with the layers shape attached to a moving event ?
This plugin only does layer graphics. To make it appear it is interacting, you’d need to do other eventing – I recommend asking in a forum for that.
Searching on youtube for a lead, I found this video of someone using your plugin in an interactive way.
If you’re curious look at 4:48 on the video.
I can’t try to adapt his idea since the plugin he uses is for MV and I only own MZ.
The interactive part is not this plugin. That’s a different plugin. This plugin only displays graphics.
Hey Galv! I was wondering. With your layers plugin is it possible to use it for a sunbeam effect? I have a sunbeam layer and I want it to move with the camera so that it looks like sun rays. Do you think that’s possible?
Thank you.
Yes, it’s possible. You will need to determine what size graphic you need and what settings are best for your map, though.
Hey Galv. thanks for responding. Great. What setting do you think I would use to make the sunbeam layer stay within the camera so it doesn’t go off screen?
You will need to determine the settings yourself. Trial and error. But changing the X move and Y move to your tile size (48 by default) would make the layer move as though it was stuck to the screen.
Hi Galv, sorry to bother you but I’m having an issue with static layers. The normal layers are working properly. However, I tried everything but the static layers just won’t show.
I’ve even tried copying the whole map of your master demo into my game and copied the related layers, but it still won’t show.
Could it be because I’m using rpg maker mz 1.1.1 and it’s outdated for your plugin?
I would really appreciate your kind help.
Oh sorry, It was just me mis-assigning the map IDs. Sorry for the fuss.
For my situation I found out that “Map ID = 0” does not work for static layers, it does not refer to current layer. Not sure if this is just me or if there’s a problem.
Amazing plugin, love all your work. Thank you for providing the demo as well, it’s been really helpful in configuring. You’re a community legend!
Thanks, I am glad you’ve found them useful
hi Galv, your plugins are amazing, I was wondering if I can use this one in RMMV.
I have both MV and MZ versions of this one. :)
This is my favorite layer graphics plugin, unfortunately it causes the game to crash when you deploy your project for Web/Mobile.
I really love all your plugins Galv and appreciate all the work you’ve done for the community. Thank you!
Does it display an error when crashing?
Hi! I would like to first thank you so much for your plugins. I use many of them regularly in my game, including the layer graphics. However, I am finding that with the layer graphics, I’m having a couple issues I was hoping you could help me resolve.
First, when using the layers in the map notes, I cannot for the life of me get them to scroll or move across the map using the X Y settings (I have double, triple, and quadruple checked and I’m using the correct spots. I add speed to them, and they remain static.
Second, I can’t create layers using the plugin commands, only using the notes. Nothing happens at all when I try to use the plugin commands. They will only appear if I use them in notes. And third, when I was trying to create layers with the plugin command, it would try to pull from my battlebacks folder, not my layers folder.
Thank you for any ideas on what may be causing these issues.
Check out the demo and make sure to read the documentation.
The layer graphics made via map notes should work with movement, not sure why they wouldn’t. Does it happen in the demo?
Make sure you use the correct layout for the notes, they are slightly different to not using notes.
When creating a layer on the same map, you need to refresh the layers. Ideally you should set them up on a different map, so then no refresh is necessary.
Hi Galv. Is there any reason why your plugin would cause a Error: Cannot read property “2” of undefined even when no other plugins are running?
Here’s a list of error trapping ideas:
My first thought is you might not have started a new new game after adding the plugin?
Hello Galv! I use this plugin and I really like it. But today I’ve got a problem. I created a 40×70 tile map. For this map I made a layer, 960×1680 pixels respectively. When I try to attach this layer to the map, it becomes smaller, about 1/4 of the size of the map. Do you happen to know what could be the reason?
Thanks in advance!
The default tile size in MZ is 48px.
40 tiles x 48 = 1920
70 tiles x 48 = 3360
You would need the layer to be that size to fill the map.
Can you use blending modes with this?
yes
The link doesn’t work for me, is it taken down?
No, it was probably down temporarily.
Hi I noticed previous comment from jfingle saying the link wasnt working. It still isn’t working as I have tried a few times myself. I click a link and another tab opens but automatically closes it self.
Thought I fixed all the links on the site but looks like I haven’t – I fixed this one now.
Thanks for letting me know.
No worries and thanks for making these plugins in the first place!
If you see in your site’s logs someone who downloaded a lot of plugins from this page today, that was me.
I’m leaving you this message to let you know that thanks to you kindly sharing your work for free I will be able to bootstrap my game and make it look and play in a way that is far removed from the RPG Maker experience.
I will give back to you in the form of donations in two stages. First a little, when I rise funds for the game, and later again (hopefully a more substantial donation) when I reach a certain milestone of profit.
Thanks a lot / muito obrigado, Bholenath.
Thank you for the kinds words, I am glad you find my plugins useful – good luck with your project!
Hey Galv, I’m seriously loving this plugin, but for some reason blend modes other than 0 (normal) don’t seem to work for me. Just wondering if you have any ideas. Thanks much!
I just did a test to make sure they were weren’t bugged but it is working fine for me. Are you adding the blend mode via plugin command or map note? If it’s by map note or script, make sure the value is the the right position between commas.
I’m having the same issue. I just map note and the layer only shows up on blend mode 0.
Hey Galv, I’m interested in donating to your cause… but I’d like to get the plugin working before I do so. I’m not sure what I’m doing wrong, and I took a look at the sample project, but I still don’t know what I’m doing wrong. Is there any way you can help me?
Check out this link for some error-trapping starters: https://galvs-scripts.com/errors-using-plugins/
Then let me know some more details and I will try to work out what’s happening. For example, does it throw an error? If so, what does the error say?
If it doesn’t throw an error, have you made sure to follow all the instructions? (Such as, if you added a layer in an event on a map, did you use the script call after it to refresh the layers?
Hi Galv, thanks for getting back to me so quickly. I’ll try the forums. I have been asking around, but no one has stepped forward to help. I’m sure it is something I’m doing wrong, but I have read through all your literature, and I think I’m doing it correctly… I’ll get back to you. Thanks!!
You’ll have to show how you set it up so people can try to see where you went wrong. I saw your forum post – make sure you post screenshots there.
Hey Galv. This really is an incredible plugin. I’ve been using it since it was released for MZ. Is there a chance that you could allow for sub folders within the Layers folder? Just wondering. Thanks in advance.
Sorry, I have no plans on updating this one. I recommend a naming convention to make it easier.
Thank you so much for all the hard work you have done to provide us with such amazing plugins! You are very appreciated by me and many others I believe.
Thank you so much for the hard work you have done and to share with us these amazing plugins. You are very much appreciated, by me alongside many others I believe!
Kind of you to say, thank you! I hope my plugins are useful for your project
Hello friend, I’m having an issue. when I’m running around the map under doorways and other things that is above the player layer, there are times when the character walks under like intended but then under the same stuff, the player walks over it. not sure if that has been reported yet. didn’t see anything on it. thank you kindly
Try increasing the Z value. You can use decimal points.
Thanks for the great plugin!
May I ask a question?
I would like to use the layering effect during a front view battle, not on the map.
In that case, the following 3 images
1.png (the layer behind the enemy),
2.png (layer for enemy characters),
3.png (layer in front of the enemy)
How and where should I specify this?
Currently I have just activated the plugin.
Check the demo for an example of layers in battle (one of the events on the Layer Graphics map shows that example). And check the demo instructions for how it works. The Z value is what will determine where the layers show.
Thank you so much for your prompt reply!
I saw your great demo! I am trying it though,
Where can I find something called a layer ID?
Also, I get the following error when I put 3 or 4 in the Z level to specify the overlapping order of the layers.
“Error.
[object Object]addChildAt: The index 3 supplied is out of bounds 2”
Also, if I put 3+, I get the following syntax error.
“SyntaxError.
Unexpected token ‘,'”
Not sure what is going on, but it might be conflicting with another plugin. Here’s some ideas to error-trap
Is it possible to create a character at an event, display a picture when the player talks to that character, and add a parallax effect to that picture?
This plugin doesn’t do those things, sorry.
With this plugin could I make a map that gets bigger using parallax?
I mean, currently if I want to create a map with parallax, the plugins for mz force me to make the parallax image the same size as the map, so if I want to make a 80×80 map it’s equivalent to a 3840×3840. This is a problem With RAM memory, I’m looking for a plugin that will let me split that 3840×3840 image into parts, to position them on the map without them moving and loading and unloading from memory as the character moves away or moves away. about.
I don’t know if it’s possible with this plugin because using the tilsets limits me too much and I prefer to create the map in parallax images.
This plugin does allow you to add small layers to a map and position them as required. I would recommend using smaller maps instead, though because as you said – the engine doesn’t handle huge images well.
First of all thank you for the plugin.
I installed the plugin in my project, but it gives me some issues when im in battle when it comes to the position, i turned it on and off in the propities but it dosent change it, it keeps moving the characters to the left. my game resolution is 1104×624 i dont know how to fix it.
First of all thank you for the plugin.
I installed the plugin in my project, but it gives me some issues when im in battle when it comes to the position, i turned it on and off in the propities but it dosent change it, it keeps moving the characters to the left. my game resolution is 1104×624 i dont know how to fix it.
This plugin doesn’t move your characters in battle.
It happens when i change the screen width, im using from 824 to 1104
https://ibb.co/7zvrdWv
https://ibb.co/xKZzTVY
https://ibb.co/gWS6Fpx
Does that happen to the characters when you turn the plugin off?
It doesn’t. When i turn off the plugin, the characters return to their original position.
Oh, check the plugin setting “fix battlefield position” and make it false.
Hi Galv,
I want to start by saying that I really enjoy your plugins. They have added a lot of depth to my project. But I am having the same issue as the individual in this thread with my characters’ positions being adjusted during battle. And yes, I have set “Fix Battle Position” to false as you suggested below, but to no avail.
Some details: My game resolution is 1280×720. I only custom battlebacks, and I only use one at a time. I’m using Side View with Time Progress (Wait). I have other plugins from CGMZ and Visustella.
For the sake of troubleshooting, I turned off all plugins other than this one, added two of the standard battle back images, turned the resolution back to default and set the battle screen back to Front View. However, doing none of this has prevented the issue. The issue happens only when the Layers Graphics plugin is on, and it does not happen when I turn it off.
I have been unable to reliably prevent it on my existing project. However, I have been unable to recreate it on your demo or on any new file I’ve made to test the issue.
In the time since Felipe Guzman first reported the issue, have you encountered it or otherwise had it reported? Do you have any other ideas for ways to prevent it? I really like this plugin, and it would be a shame to have to turn it off going forward.
I am unsure why it is happening for you, sorry – this plugin should not affect character positions at all and I have not been able to reproduce the issue. No additional reports on what you are experiencing.
The fact that you cannot replicate it in the plugin demo or a new file does lead me to believe it is something happening in the file you are having issues with. I am not sure what that is, though.
After further testing, I found the cause of the issue. It is a compatibility issue with the plugin VisuMZ_3_ActSeqCamera. I was able to replicate the issue with 100% success on new files and on your demo by adding that plugin and turning it on. After removing the ActSeqCamera plugin from my project altogether, the issue does not occur anymore. Setting Fix Battle Position in the layers plugin does not prevent it, unfortunately. Luckily, I wasn’t actually using ActSeqCamera and just had it turned on in case I wanted it later, so I will just opt to use your Layers plugin instead.
I am aware that you do not plan to update the Layers plugin any further, but I wanted you to be aware of the cause of the issue in case anyone else reports it.
Hello, Galv.
I’m having some trouble with the parallax and would like to ask you for some insight.
https://freeimage.host/i/HrcruwB
Look the maps above. The house lighting is working fine, but the city lighting is looking like a mist, although I’m using exactly the same configuration of the plugin, and the same kind of illumination layer. And don’t know why its not working. At the city map I would like to use a background above the river either, but its not working too, even when I put a negative Z Level.
Thank you so much.
I don’t know what the layers are meant to look like. This plugin doesn’t do any lighting/illumination effects. You are using the default blend mode for all of them, so looks like you’re relying on your png transparency?
Hi Galv, I really love your plugin. I have been using this for my project and having a blast.
I have a noob question, how do you get the fog to fade in? I noticed you did that in the demo, but I’ve looked all over the comments and different ways to achieve that with no luck. I am using your script via the plugin command in a parallel event. And it only has the opacity value in a constant state. So how do I transition the opacity value so the fog layer fades into the screen?
Check the event in the demo that does that fade when you interact with it for how it was done.
Yes. Very much! It’s all about transparency
Hey galv. I was hoping to use a time plugin and change layer graphics at different times like lighting. The problem is plugging machanism doesn’t appear to work. So imagine I wanna use layer name Lighting01 as 3rd layer on map 1. So plugin command supposed to be
Layer 1 3 Lighting01 0 0 200 4 0 0 0
But it doesn’t appear to work! Can you help me please?
Download the demo and check out the settings – make sure to thoroughly read the plugin description. Compare yours to the demo to try and see what’s amiss.
Hi Galv, thank you for your nice plugin!
I have encountered an issue when using your plugin. It works perfectly fine in normal game testing. However, when I tried to test an event in the event editor individually (by right click and press “Test” or press Ctrl+R) the game stops functioning. I kept only the Layer plugin on and the issue remained.
Here is the error log:
https://imgse.com/i/pCGzrRg
I appreciate it if you could take a look at it! Many thanks!
Ah, you are correct – I never use that test functionality. Not even sure if it was there when I wrote the plugin. Unfortunately, I am not sure when I will have time to look at that.
Don’t worry! It’s not a big deal.
Hi Galv, thanks for this wonderful plugin. I love the fact the layer images can be pre-cached as I can cache the ones I need on the map prior and use a refresh on the next with no delay.
I was wondering if it’s possible to have a layer show in front of pictures? I tried setting Z level to 10 and 99 and picture 1 is still on top. Would be nice to use on custom screens and menus to give them a little visual oomph.
Not with the plugin. Show Picture images are drawn above the map layers, you would need another plugin to modify the Show Picture (I think there’s one out there). Alternatively, this plugin has static layers that act like pictures.
Could I send you a video clip of a small issue im having with the character going above a layer it shouldn’t, and going back to normal randomly?
Change the z value of the layer. It can be a decimal value.
Is there a way of using the current map’s ID# for the ‘Map ID’ Box of the CreatStaticLayer plugin command?
Currently, you have to type “14” if you want the event to run on map 14, BUT if that event were already present ON the map as a Map Event, could I instead use ‘this._mapId’ or save the mapId to variable and use ‘$gameVariables.value(25)’? Or maybe even ‘\v[]’ form?
It would really save so much work, as I’m going to have one of these events on every map T-T
Yep, make the map id 0 and it will use the map id it was created on.
Note, you will then have to refresh the layers if that layer didn’t already exist.
Oh man, I can’t believe I didn’t try that!
Thank you so much Galv. I’ve been watching your work since back when you made a Legend of Dragoon inspired combo script for Ace. I hope you’re doing great these days. T-T
**Update
-I’m sorry to be back here already after you just answered me above, but I tried setting the Plugin command Map ID to 0 when I got home, and I think there’s a bug…
-Just to make sure I wasn’t crazy or having a conflict, I made a blank project with only this plugin, and sure enough, it seems that setting MapID to 0 will not spawn the layer graphic on the current map it was created on…
-Here is a 20 second video clip that shows both event examples, both exactly the same except the first is using MapID 0, the second is using MapID 1 (the map’s actual ID). (the layer ID is different on each one too, but that shouldn’t cause issue.)
Only the second event (MapID=1) works.
Hmmm, I’m unsure why it’s not working for you there, would need to run tests. But if you download the demo and go to the Layer Graphics map, the witch creates water layers using id 0.
I think I figured out what’s happening!
So I went to that witch from the Master Demo, copied her onto my New Project (along with the water pngs), and she works!
After some scrutinizing, it seems to be that the reason Witch works but my Event doesn’t, is that Witch is using the “Create Layer” Plugin Command (for moving tiled pics). I’m using the “Create STATIC Layer” Plugin Command (a static non-tiled image).
Despite keeping all the values the same, MapId= 0 for current Map, ONLY seems to work with the “Create Layer”, NOT “Create STATIC Layer”.
This can even be replicated on your Master Demo, if the Witch has her “Create Layer” Plugin Command changed to “Create STATIC Layer”.
Ah, good error-trapping! You are correct. I’ve updated the plugin now to 1.3 – it should fix the issue to allow static layers to use id 0 for the map id.
Whoo! Way to go Galv! Thank you for all the hard work!!
Hello, when using this plugin, when I export the game on Android, the parallax images look somewhat pixelated and blurry. Also, for example, the part of the image that would be the bottom, such as a tree, its upper part that would go in another parallax layer because it looks like a small cut, as if it did not completely continue the image. However, if I use another similar plugin this does not happen. but I preferred yours because I noticed greater performance. Do you know why this happens? Will you find a solution?
Not sure why it would only happen on Android. The image cutting off might be because the layer is the same z value as other objects – try increasing it (you can use decimal places). The blurry/pixelated I do not know why happens.
The layer value is correct. The problem is in the plugin. Well, on PC it works perfectly for me, but when I pass it to Android, the image used in the parallax loses quality, the events run well, they do not lose quality, it is just the image used with the plugin. As I told you when using the MZPlus RPGMakerMZ Plugin, the image has perfect quality, therefore it is not a problem to transfer it to Android or the image, it is the plugin code. I paid for the MZPlus plugin but I kept yours because it has better performance on Android but I have this problem that I mention.
Sorry to say, I don’t have experience exporting to Android so have not tested the issue. I would make sure to test it in a new project to confirm as it might be a conflict somewhere.
I have the same problem om Android, maybe its a Android Memory Thing.
This ist how the parallax Layers locks an the start of the Looping map:
https://cdn.discordapp.com/attachments/799804310292660235/1207010117384540240/Screenshot_20240213_180551.jpg?ex=65de16c5&is=65cba1c5&hm=742993b1f7e9aac22011facd53969281f6a219b19f4f59b76f8fa3e99a11200e&
And this is how it looks am the ende befor the map is looping:
https://cdn.discordapp.com/attachments/799804310292660235/1207010155674468472/Screenshot_20240213_180541.jpg?ex=65de16ce&is=65cba1ce&hm=a3afa5ad1471907dd6ab5476b97640ccc7d9a4335de1584af428a38428f9fd99&
Aftrer the loop the image has good resolution again. Do you find some fix for this?
I tried creating a background layer (by setting the priority as Z level -10 and making the layer a static layer), but it keeps making my playable character stuck in the set spawn point/unmovable, as well as removing ability to use the inventory screen (basically freezing the game). In addition, the layer does not show up. I have tried changing the type of layer from static to regular and the Z level from -10 to 0. After trying various combinations, I still get the same result. Do you have any ideas what could be causing this? (Btw ignore the identical comment I posted on the camera control plugin page I hadn’t realised I was on the wrong comment section until after I posted.)
Sounds like you are using parallel or auto run event and have not stopped that event from repeating. By default those event types repeat until you tell them not to by using something like a switch.
hello, can you please tell me what tier your plugin would layer graphics would be?
I’m not sure what you are asking, sorry.
Ok, I’m sorry. I mean rpg maker mz has their 0, their 1, their 2 up to tier 5 plug in orders. Was asking what tier layer graphics would be?.
You set the z level of each layer (which can be decimal places) to have them appear above or below the map and sprites.
What aston00rick meant was that some other plugin packs – especially large collections – use a tier system to let folk know where to place a plugin to avoid conflicts with others in the series. The Yanfly Engine ports for MZ basically do that. Tier 0 would be the core engines, Tier 1, the add-ons affecting those, and so on.
They’re basically asking if it’d conflict with anything, and where best to place it in their plugin order to avoid that.
Ah, good call. Most of my plugins don’t need to be in an order and will say in the plugin description for the few that do.
I’m new to RPG Maker and I’m finding it to be a bit of a learning curve to understand. I read the directions and I’ve tried to figure out how to put things together by looking at the event pages in the demo, but it’s not really sinking in. Do you have any videos of using the plugin? Not of what it can do in game, but actually putting the commands in editor to make it do it? Hope so, would help a bit I think. Either way I’ll keep trying to understand how to use it, thank you.
I don’t, but go on YouTube and search for Galv’s Layer Graphics Tutorial – I believe some others have.
Hi, I’ve read through this and can’t seem to find an answer to my problem. First of all, thanks so much for your hard work on these plugins!
I can get my parallax layering to work, but when I try to get anything else to show up (my lighting layer, specifically) nothing changes.
LAYER_S MAP001 par 0 0 255 5 0
LAYER_S MAP001 light 0 0 255 6 0
are the codes I’m using. Any advice?
Assuming you are using those in the map notes? The order of variables is:
LAYER_S ID GRAPHIC X Y OPACITY Z BLEND XANCHOR YANCHOR CHARACTER ROTATE
The ID is a unique number for your layer. ‘MAP001’ doesn’t work for a unique ID. It has to be a number and multiple layers on the same map cannot have the same ID. Download the demo and check out the Layer Graphics map for examples.
Thanks so much for this. The tutorials I’ve found using the plugin were saying different variables, and I was confused why it wasn’t working. Referencing the notes was a bit confusing for me (but this is a me problem!)
Greetings,
I am having an issue where the game crashes when creating a layer with a plugin command within an event. This is the error that is thrown:
getChildat: Index (-1) does not exist.
Can anyone assist on why this error is happening? I have used the plugin command before to create layers and not had this issue.
Thank you in advance.
Greetings,
I am trying to ask for help but my inquiry keeps getting deleted by the auto-moderation.
It is related to a “bug” with Galv Layers MZ. I am getting a crash when a layer is created.
I am unsure I can say more about the error without getting my comment deleted, so please reply and I will try and respond. Really could use some assistance. Thank you.
Your comment wasn’t being deleted, it just had to be approved before it is visible (to stop spam getting through).
Make sure to start a new game after adding the plugin and check all your settings are correct.
Greetings,
I am having an issue where the game crashes when trying to create a layer within an event using a plugin command. I have used the plugin command before in events and not had issues, but in a specific event it is throwing an error.
The error I get is this:
getChildat: Index (-1) does not exist
Any help would be appreciated. Thank you.
I like to think I have a decent understanding of Javascript and RMMZ plugins but honestly, this one perplexes me.
I have had several instances where I’ve used a layer on a map, then deleted that layer image and changed all the events inside my game to not refer to it anymore, and yet when I run the game I get a file not found error (so it is for some reason still looking for that layer image).
That wouldn’t be so mysterious if I had been loading an old save with events which still referred to that image. But I’m not. I’m running a completely new save on a version of the game where no events refer to the outdated layer. So I end up having to create a mock layer .png to not have it crash.
Similarly, right now I am in the situation where I have updated layer images, done nothing but change the how the .png looks (it still has the same name), but LayerGraphics is showing the outdated version of the image. This even happens when I start a new save/playthrough. No idea when/if it will ever show the updated layer graphic.
Honestly, I wouldn’t even have thought these behaviors were technically *possible*.
Other than these persistence/loading issues, the plugin is great.
I have not heard of anything like you describe happening before or experienced that when using it myself.
If the plugin is trying to reference an image file, it’s because it is still in the layer settings you created somewhere (be it in map notes or an event). The layer settings are stored in the save file, so starting a new game means there are no layer settings on game start.
Your other issue, updating an image and it is showing the old version of the image, I am guessing you are testing/running the game in a browser. The old image might still be cached – try clearing your browser cache and try again. It shouldn’t happen when testing in RPG Maker software.
I recommend testing the issue in a new project and seeing if it still happens – it might be a plugin conflict or a missed mistake in the setup.
Thanks, I’ll try to take your advice. I’m actually testing through the RMMZ editor, but I agree that at least the second issue seems like it has to do with caching.
I’ll let you know if I resolve it. I wanna say in general though, your plugins are just awesome and really make using RMMZ much more appealing! Much respect, keep up the good work.
Hey Galv,
First of all, thanks for the great plugin, it’s really great!
I found something that I’m not sure if there’s anything you can do about it.
A few people have already mentioned that the error “getChildat: Index (-1) does not exist” can occur.
I’ve now noticed that if you remove a layer using a plugin command while you’re setting an autorun event and then the player uses the internal function of the Rpg Maker Mz by holding down the action key to make the game run fastforward, then this error occurs.
I’ve now specifically tested it a few times and every time you speed up the game and the layer is removed, this error occurs. This doesn’t happen with a parallel event, but since I have a lot of “cutscenes” in there, I only have autorun on for that.
So I wanted to ask if there’s anything that can be done about it.
Thank you very much in advance.
Not quite sure the setup of what you described is. Can you just hide the layer instead of removing it? The layer can be permanently removed at a safer time. I’m not sure what the action key to make the game run fastforward is, though.
Ok, I thought this was a fixed feature of Rpg Maker Mz, that when an autorun event is running and you hold down the space bar, for example, the event is accelerated.
I uploaded an image and added it via link.
As soon as the event starts and the player holds down the space bar to accelerate the event, the error in question occurs.
https://ibb.co/1TmLJDX
I use your plugin to display characters I’ve drawn myself so that the player remains visible in front of the character (layers).
That’s why I have to remove them in the cutscene at that point.
OK, I’m really sorry, I really didn’t think of that.
Instead of deleting the layer, I simply displayed it with 0% transparency and later removed it completely in a parallel event. Then everything works.
Thanks for the quick reply anyway!
Dear Galv,
First, I want to say thank you so much for your amazing work. I’ve used your plugins for the past 4 years, first with MV and now with MZ, which I have changed to recently.
Second, a question if I may: I am using VisuStella EventsMoveCore plugin for a couple of its features. But for some reason, when I activate your Layer Graphics Plugin at the same time, the Hitbox resize commands(a useful feature of that visustella plugin) in the note for the events stop working. That is the only compatabilty problem i’ve run into so far. Can you think of a reason why this happens and maybe a way for me to get around it?
And if not, can you recommend one of your plugins (or someone else’s) that has the hitbox resize feature and is compatible with your work?
Again thanks a million for all your hard work. So any people’s dreams would be much harder to achieve without you.
Cheers
Unfortunately, not sure why that would happen – The only thing I can suggest is try putting this plugin below the other one if you haven’t tried it already.
Already tried that. Doesn’t do anything. I’ll figure something out. Thanks anyway
Hi Galv, thanks a lot for all your work, sent a small dono your way.
I did come across the same index -1 error as other people when having multiple events on a map that add and remove layers, but I think it works now by instead of actually removing, changing the opacity so that’s nice.
I appreciate it, glad you worked around the issue!
Thank you for the plugin!
I installed the plugin in my project, works like a charm. However it gives me some issues in battle. The Battlers are way offset. I use VS Battle Grid. Visually all the Battlers (Enemy and Actors) are shifted to the left. I turned iyour plugin off and it goes back to normal. If I turn it on again, the characters are offset again.
I have no Idea how to fix this. Changing the “fix battlefied position” to fals doesnt do anything for me.
Plugin turned off (original Position)
https://imgur.com/a/bsybo5Y
Plugin turned on
https://imgur.com/a/3lnrD7E
There is a plugin you are using that conflicts with this one.
Yes. But I cant tell which one. Even if I turn off all VS Action Sequence Plugins and the VS Grid Battle System it reamins off.
As soon as I turn off hte layer Plugin, it goes back to normal
Here’s a list of error-trapping ideas:
If it is a conflict, you will need to determine that. Also, if it is – I don’t have time to do plugin conflict fixes, unfortunately.
Hello! The plugin works perfectly, except for one thing. For some reason, the projectile only hits targets with a priority at the player level. If I set the event higher or lower, then no matter how I play with the z-level settings in the projectile, nothing changes. What could be the reason for this?
I likely coded my projectile plugin like that so as they could go over or under other events the same as an event under or over the player.
How do I get this plugin to show up in Plugin Settings? I added it to the plugins folder but it won’t show when I go to add it to rpg maker mz. I’m very new and this is my first plugin attempt, any help is appreciated
Here’s a good guide on adding plugins that might help: https://www.rpgmakerweb.com/blog/using-plugins-in-mz
I recommend joining the official forum to post in if you are having trouble with that.
hi, thanks for the plugin, English is not my native language, so I apologize in advance for any mistakes.I really need your help. Let’s imagine a situation: there is a bed that stands in the middle of the map. How do I make it so that the player can walk both in front of the bed and behind the bed. Does this plugin allow me to do this? I just can’t make the character walk in front of the object and behind the object (so that the image of the layer doesn’t overlap on top of the player)
I would use an event graphic for something like that. This would only be useful if the part of the bed the player walks behind is on a higher layer, and the part the player walks in front of was on a lower layer – and the character wouldn’t conflict with both due to sizing.
Hi Galv
Love your work!
I found an issue but solved it using an AI to identify it. Essentially when looping horizontally, the 15th tile on the x axis (or coord 14, y) caused the layers to reset to their original position and it wouldn’t occur again until you had looped all the way back (even at 256 tiles) or you walked back to the 13th tile (or coord 12, y).
I got a fix though:
Replace this entire function:
Sprite_LayerGraphic.prototype.updatePosition = function() { this.z = this.lValue().z || 0; this.opacity = this.lValue().opacity || 0; this.blendMode = this.lValue().blend || 0; this.origin.x = 0 + this.displayX() * this._tileSize + this.lValue().currentx + this.xOffset(); this.origin.y = 0 + this.displayY() * this._tileSize + this.lValue().currenty + this.yOffset(); this.lValue().currentx += this.lValue().xspeed; this.lValue().currenty += this.lValue().yspeed; };
With this:
Sprite_LayerGraphic.prototype.updatePosition = function() {
// NEW: Track displayX changes to detect loops
const currentDisplayX = $gameMap.displayX();
const mapWidthTiles = $gameMap.width();
const tileSize = this._tileSize;
const xShift = this.lValue().xshift;
// Detect loop by comparing to previous displayXif (typeof this._lastDisplayX === 'number') { const deltaX = currentDisplayX - this._lastDisplayX; if (Math.abs(deltaX) > mapWidthTiles / 2) {// Loop occurred! Adjust currentx to compensateconst loopAdjust = (deltaX > 0) ? -mapWidthTiles : mapWidthTiles;this.lValue().currentx += loopAdjust * (tileSize + xShift);} } this._lastDisplayX = currentDisplayX;// Original positioning codethis.z = this.lValue().z || 0; this.opacity = this.lValue().opacity || 0; this.blendMode = this.lValue().blend || 0; this.origin.x = 0 + currentDisplayX * tileSize + this.lValue().currentx + (currentDisplayX * xShift); this.origin.y = 0 + this.displayY() * tileSize + this.lValue().currenty + (this.displayY() * this.lValue().yshift); this.lValue().currentx += this.lValue().xspeed; this.lValue().currenty += this.lValue().yspeed;};
So the problem a few other commenters pointed out is happening to me. The troops are kicked over to the left, despite this plugin being the only I have turned on.
I tested it in a brand new project, and encountered it there too as soon as I put the resolution to 1280 x 720.
At first I thought it was a visustella compatibility bug, but like I said, it’s reproducible on a completely blank new project.
Does it happen when you put the resolution to that and don’t have this plugin?
It seems to do with the position fix. In the plugin settings, turn off the ‘fix battlefield position’ setting.
Hey, I get this error (TypeError Cannot read property ’10’ of undefined, at first i was getting ‘5’ of undefined) constantly, i tried using notes, plugin command and script and its always the same error any ideas for a solution?
Here’s a list of things to error trap: https://galvs-scripts.com/errors-using-plugins/
First thought is: Don’t load a save file that was saved before adding the plugin.
Thanks it worked. I thought it was game save problem but the thing i was doing wrong was that i was pressing new game(which worked fine) and then load an old save(which would show me the error again) I feel stupid :) . Thanks again!!
Hi Galv, thank you for making this plugin! I’m trying to make a game that has two parallaxes (a sky and a sidewalk) and this has been really useful!!
I just have one question: is there a way for a layer to load as soon as the player presses start on the main menu? So far, in order to get the layers to load in the world, the players needs to leave an area and walk back, and despite trying I still haven’t found a way to get it to simple load as soon as the game begins
Do you happen to know how to fix this?
Read over the plugin instructions to find the refresh information. If map settings haven’t been created before loading the map, you need to refresh after making them. Alternatively, put the layer info in the map notes.
Hi Galv, I’d like to know if the Blend mode description (0 = normal, 1 = add, 2 = multiply, 3 = screen) shows different modes all the way up to 29. After 3, I can’t use it at all. What’s going on? Do I need to install anything else? Why can only my Blend mode be used with 1, 2, and 3?
Please help me T T
It uses whatever the default RPG Maker has access to in it’s tile sprites. I think it is only a few.
getChildAt: Index (-1) does not exist.
Help!!!!
Check out some error trapping ideas:
Hello, I have absolutely no idea on how to use plugins so excuse my ignorance, I am new to this, how do I use this? and is it possible to add animated layers? the tutorials I find are kinda outdated
I recommend posting in a forum. Give details on what you are trying to accomplish to get some ideas on how others would approach it and to ask other questions about how to use plugins that you are unsure about.
Hey Galv, I had a quick question about this layer graphics plugin. I’m using Tiled to set up my maps in RPG Maker MZ. Do you know if this plugin works with that? I wanted to add a couple layers of parallax in some parts of my game. Specifically, parallax on top of everything else. Tiled supports RPG Maker’s parallax underneath the playable area. And what I wanted to do was have foliage above the player, like what you’d see in Secret of Evermore’s forest locations.
Thanks for reading my question.
I don’t know what ‘Tiled’ is, sorry. You’ll have to test.
No worries. Thanks for the prompt reply. And if you’re curious, Tiled is a program designed to create maps for 2D games. It has some pretty useful features like being able to flip and rotate sprites without the need to place those things on your tile set.
Hi! How would I be able to solve a certain issue? I keep getting the error TypeError Cannot read property ‘match’ of undefined whenever I try to playtest a command in an event. I’m a beginner to RPGMaker but I tried every proposed solution in this thread and other forums (new game save, turning off plugins, etc).
I started a completely blank project file and added the parallax image & two layers, and it came up with that issue. This issue only arises when I playtest a command not when I playtest the entire game. It’s not much of a problem since that playtest works fine but in the long run, it would be a hassle to run the entire thing just to check a small event.
Is there anything I can do to resolve this? I added an image of the error in the console. Thank you very much for your work on this plugin, and I appreciate any response.
https://imgur.com/1ljyG5D
You might not be able to playtest some commands as they rely on additional data that is created when a game is started and not just the data that the event command test creates.
I understand that can happen; when I was turning plugins off to check for the issue, I was still able to run a message command with this plugin turned off. When I turned it back on and play tested, I got the error message again. Not really sure what I can do from my end other than to thug it out for a shorter game or use an alternative plugin.
Thanks for the response!