1、定位目录:


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2、官网地址:

 https://blog.taroxd.com/mvmz-plugins/ULDS.html 

拷贝粘贴过去

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3、启用插件


This plugin does not provide plugin commands.

Map Note: <ulds> JSON </ulds>
"name": picture filename
"path": picture path (default to Default Path)
"loop": true/false
   Whether the picture should loop.
"hue"/"smooth": the attribute of a Bitmap.
<attribute>: the attribute of a Sprite.

A string can be used as a value to be interpreted as a formula.
In the formula, 't' refers to frame count.
                's' refers to $gameSwitches.
                'v' refers to $gameVaribles.

Also, various helpers are available, defined in Helper.

If a string is used as a formula of the attribute,
the attribute will be updated every frame.

By the way, attributes such as "anchor.x" is also available.


Here is an example:

<ulds> {
"name": "BlueSky",
"x": "this.rx(t)",
"y": 50,
"loop": true
} </ulds>

启用插件

然后,这是上面的比较简要的插件的说明

对应的视频介绍在B站上也是有的:

 https://www.bilibili.com/video/BV1cj41147sb/?spm_id_from=333.999.0.0 

帖子的介绍是这种:

 https://rpg.blue/thread-489480-1-1.html 

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4、做一个小的实验

目录下放好图片

因为我是1024的图片,所以就选的是21x21的大小

嗯,然后就是在备注里做文章

远景这块也显示了去,否则不好做编辑:

设置玩家初始位置:

调整一下图像大小:

1008

搞了半天老在漂移

<ulds> {
"name": "Town_A",
"x": "0",
"y": "0",
"loop": false
} </ulds>

把注释换成了最朴素的

看了一下不行,所以又看了一下视频

用视频里的这个:

<ulds> {
"name": "Town_A",
"x": "this.rx(0)",
"y": "this.ry(0)",
"loop": true
} </ulds>

欧克,这次好了

这是游戏效果

这是编辑器内的效果

技巧1:

把外观里的空气墙设置为可通行,这样就有了地板,稍后还可以再用同样的技巧设置空气墙,其实是一样的

技巧2:

在远景里,把同样的图片也加载进来,这样就可以在编辑器种看到背景了,由此搞定

用同样的方法,新建一个Room_A

新增一个场所移动事件

依葫芦画瓢,效果确实很好!!