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So... parallax mapping has changed a bit?

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: So... parallax mapping has changed a bit?
  • Original author: skaiano
  • Original date: August 14, 2013
  • Source thread: https://forums.rpgmakerweb.com/threads/so-parallax-mapping-has-changed-a-bit.16948/
  • Source forum path: Game Development Engines > Legacy Engine Support > RPG Maker VXAce Support

Summary

This one shouldn't take long. I'm looking more for an explanation as opposed to a solution.   So, I do some parallaxing. I was introduced to this skill back in VX which made use of OriginalWij's "fixed" parallax script. So, naturally, moving into ace I just import this RGSS2 script into the new RGSS3 system. Why? Because it works! ...sort of. Here's a quick demo.

Archived First Post

This one shouldn't take long. I'm looking more for an explanation as opposed to a solution.
 
So, I do some parallaxing. I was introduced to this skill back in VX which made use of OriginalWij's "fixed" parallax script. So, naturally, moving into ace I just import this RGSS2 script into the new RGSS3 system. Why? Because it works! ...sort of.

Here's a quick demo.

Basically, everything works fine with the bare-bones 17*13 maps; the map is static and all the overlays are functioning. However, once I get to larger maps it's as if the parallax is treated in an entirely different way. Now, just to clarify, I am not looking for script support. Seeing as this script is obviously obsolete at this stage, the appropriate updates shouldn't be hard for me to find.

I'm just curious if there are any fundamental, in-engine differences between parallaxing in VX and ACE.

Thanks for your time!

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