
Which is why I looked into rpg maker first as it's already set up exactly for what I wanted but the price tag is just way too high for something I'm just messing around with. I'd actually prefer to stick with the old snes view of jrpgs. Odd that rpg maker used the term for something else entirely.

On a side note, the question ".style Parallax Mapping" confused me at first, because parallax mapping is a common technique in 3D engines/games to enhance bump mapping, to give it a bit of perspective and "parallax" to the bump. Sprites can be as small as you want, or as big as a couple thousands of pixels wide/high. You can use tiles, sprites, objects and any combination of these to create your environment. But in gamemaker, you aren't limited to just using tiles. I don't have any rpg maker experience, so I don't know how limited/flexible its environment art creation is. There's nothing inherently special on gamemaker's side to do this, since most of the hard work is done by the artist in ps/gimp/etc for that look. Then a tile layer for player navigation/collision.Īny gamemaker tutorial that details sprite creation/importing, asset layers and ARPG tile collisions should be more than enough to show how. Simply draw/paint/build the environment in whatever art program with a grid overlay, export the various art layers to sprites (I imagine things like trees have to be separate to allow occluding of the player), use multiple gamemaker asset layers to reapply most of the environment, etc. It's just a different way to make environment art, unless I'm misunderstanding what you mean.

It's not an in-built feature, but it doesn't need to be either.

It's not really an engine "feature" so much as just a certain kind of art pipeline that you prepare outside of the engine. If the trick is simply drawing out your environment in photoshop/gimp and importing it as a large non-tiling unique sprite, then yes GMS can absolutely do this.
