Grid-Free Doodads
Authors: Wecoc
Version: 1.01
Type: Doodad System
Key Term: Game Utility
IntroductionGrid-Free Doodads is a system that implements on your game the use of Doodads, in other words, tiles which are not fixed on the default editor grid.
With this you can get an effect very similar to those made with
parallax mapping but this time controlled on the game, with extra options. Also, the size of the game file will be much lower, solving this way the main problem found on games that use parallax.
This system was inspired by the
Grid-Free Doodads plugin for RPG maker MV, made by Yanfly.
It contains a total of 7 scripts: Mouse and Keyboard support, a script containing all the info you need to know to use this system in your game, and the system by itself divided in 4 parts.
Features
- Unlimited Doodads per map
- You can see the Doodads on the project as normal tiles (not on the Editor)
- Area Support to use Regions like in VX/Ace/MV --> No passable Doodads
- Animated Doodads with unlimited frames, yay!
- Doodads which appear under a condition
Screenshots
DemoGrid-Free Doodads 1.01 (English)
Grid-Free Doodads 1.01 (EspaƱol)
ScriptYou will find the 7 scripts in the demo, place them in your game (first you should save a copy of you game on its current state). Place them over main and over other custom scripts. You will find more detailed Instalation info inside the script
Doodad Info.
InstructionsInside the script Doodad Info
#==============================================================================
# ** [XP] Grid-Free Doodads v1.01 ENG
#------------------------------------------------------------------------------
# ** PART 0 - Doodad Info
#------------------------------------------------------------------------------
# Grid-Free Doodads is a system that allows the use of Doodads, in other
# words, tiles which are not fixed on the default editor grid.
#
# This allows an effect very similar to parallax mapping but controlled on the
# game, with extra options. Furthermore the size of the game file will be
# much lower, which is the main problem on games that use parallax.
#
# This script was inspired by the 'Grid-Free Doodads' in MV, made by Yanfly.
# Version: 1.01 (English)
#------------------------------------------------------------------------------
# Features:
#
# - You can see the Doodads on the project as normal tiles, but not on the editor
# - Doodads are placed and configured in Debug Mode.
# - The system consists of 7 scripts (4 parts + info + Mouse & Keyboard support)
# - This system has integrated an Area Support.
# - This demo contains Doodads inside the Graphics/Doodads/ folder.
# There you can define your own Doodads, inside folders and sub-folders.
#
#------------------------------------------------------------------------------
# Credits:
#
# Wecoc - Grid-Free Doodads
# Glitchfinder - Key Input & Mouse
#
#------------------------------------------------------------------------------
# Installation:
#
# 1. Copy the 7 demo scripts to your project in the same order (you should first
# save a copy of your project in its current state)
# The scripts must be placed over main and over the other custom scripts.
# 2. Copy the folder Doodads of this demo inside the folder Graphics of your
# project.
# 3. If you are not using RTP, define the icon used to show folders in the game,
# in the very start of the script Doodad Setup.
#
#------------------------------------------------------------------------------
# Tutorial:
#
# Once you have installed Grid-Free Doodads, you can access the main menu by
# pressing F8 in Debug mode.
#
# 1. Place a Doodad
#
# To place a Doodad on the map, go to the Place Doodads option in the setup
# main menu. The list of folders inside the folder Doodads will be displayed.
# You can create as many folders and sub-folders as you want.
#
# After selecting the doodad you want to insert, you can place it on the map
# using the Mouse.
#
# - If you press the arrow keys you will scroll the screen over the entire map.
#
# - If you press Q/W you change the Doodad priority. Priority is the height of
# the Doodad on the map, and works exactly like tiles (0-5), but they have an
# extra priority (-1) so you can place them under the player and events.
#
# - If you press CTRL you can fix the doodad in a 16x16 grid. The length of the
# grid is defined on the script Doodad Setup.
#
# - If you press E you will access to the Doodad configuration.
#
# - If you click with the Mouse, the Doodad will be placed on its current place,
# and you will instantly have the possibility to insert the next one.
#
# - If you press CTRL + Z the last Doodad will be removed.
#
# - Finally if you press Cancel (X) you will back to the main setup menu.
#
# 2. Edit a Doodad
#
# To edit a Doodad go to the Edit Doodads option in the setup main menu.
# The number of doodads and priority categories will be displayed.
#
# After selecting your category a list of all doodads on that category will
# be displayed. On the map, the current selected Doodad will blink.
# If the selected one is under the window, place the mouse over the window
# and its opacity will decrease.
#
# Once you select your Doodad the edit options list will appear.
#
# - Edit Position allows you to define X, Y and priority of the Doodad again.
#
# - Hue will change the hue of the Doodad bitmap. This proccess is the most
# time consuming and will decrease the color quality of the Doodad after some
# changes, but no need to worry about that, once you exit the editor its
# colors will look fine.
#
# - You can also change the Opacity and Zoom of your Doodad.
#
# - Anchor X and Y are used to define the doodad center points.
# That's used to calculate when the Doodad is in front or back of the player
# and events in priority 0, or of other doodads and tiles in any priority.
#
# - Blend, Bush and Mirror work exactly the same way as always.
#
# - Angle is used to rotate the Doodad. If you press CTRL its value will
# increase or decrease faster.
#
# - Animation allows to asign a loop animation ID on the sprite of the Doodad.
# Its position depends on Anchor X and Y.
#
# - Set Tone opens a window where you can control the tone RGB of the Doodad.
# The values are between -255 and 255. You can save the current tone to select
# it directly on any other Doodad, that info will be stored in TONE.txt inside
# the Doodads folder of your project. You can change there the name of the
# tones and define as may as you want, but do not alter the tabulation format
# of the file, or the tone won't be read properly.
#
# - Condition is the last opcion, only for scripters, and it's disabled if you
# access the edit window from the Place Doodads mode (E).
# Condition allows to write an eval to restrict the appearing condition of
# the Doodad. If the eval is well-written, Condition will be displayed green,
# but red if not.
#
# 3. Delete a Doodad
#
# To delete a doodad go to the Clear Doodads option, the same list of doodads
# as in Edit Doodads will appear.
#
# 4. Impassable Doodads
#
# The only way to make a no passable Doodad is using Areas to define the
# passability of a tile on the map. You can configure it on the script Area
# Support, but by default 10 is no passable, 11 is always passable, 12 has
# bush effect and 13 disabled the bush effect.
#
# 5. Animated Doodads
#
# Yes, you can also make animated Doodads. To define the frames of a Doodad
# its graphic name must end with [X,Y] where X are the horizontal frames and
# Y the vertical frames. You can later define its speed on the game.
#
#==============================================================================
CompatibilityIf you are using other Mouse and Key support scripts in your game you can use them instead of the ones found in the demo, but you will have to edit the last script (Doodad Setup) to adapt it to your scripts.
You will probably get an error if you try to load a save file of your game, if you saved it before inserting Grid-Free Doodads.
No other compatibility issues were found.
Credits and Thanks
- Wecoc - Grid-Free Doodads
- Glitchfinder - Key Input & Mouse
Author's NotesThis is for rebels who still use RPG maker XP but want Doodads because f*ck, they are great.
Enjoy~