I am starting with a house first because, for me, that has always been the easiest. The first thing you want to do is make an outline of how you want your house to look.

Not that impressive, right? Don’t worry, we’ll make it look nice in our image program.
Now, go to your game. Click F7. You should see this window pop up:

What I like the most about Hime’s map screenshot is that you can also take screenshots of events, or you can make it so that the events are not shown.

Not only that, but you can change the image from png to jpg if you want. The script is very flexible and has many options you can play around with to get it set to how you want it.
The next step is to open up your image program. I personally like to use GIMP. I like it because it can be set up similar to Photoshop, but it doesn’t get those little grids when you zoom in really close. This makes pixel art and parallaxing easier for me because I’m not distracted by the grids.
After you get your image program up, go to open and go to your game folder. You should see a new folder in there called Mapshots. If you go into your folder, you will see your map that you just exported. Open it up and it should look like it would in the editor.
Next, go to Image —> Configure Grid.

To where it says Spacing, change the width and height to 32 pixels. This is the same size as the grid in the map editor. Now, click okay.

Now, you need to go to View —> Show Grid.

Now you should see a grid show up on your map.

The first thing we need are some tile sets we want to use for our map. You can use anything from the RPG Maker ACE RTP to the custom tile sets that others have created. You can even make your own if you’d like, but that might be a bit challenging at this stage.
Celianna’s tile sets are very popular for parallaxing.
For my map, I’m thinking maybe a modern loft. The hardest part of parallaxing for me is always trying to think of what tiles I want to use for my map.
Sometimes you just have to mess around with different tiles and such until you find something you’re happy with.
The first thing we’re going to focus on is the kitchen area. I chose this to work on first so I can show you the first method of placing down walls and floors.
Walls and Floor of the Kitchen
Go to Celianna’s tiles and you should see a tool box for gimp. You want to click on the rectangle tool.

Go over and select the wall that you want to use for the kitchen. After you select it, you should see the marching ants around the wall.

Now, click CTRL + C or Right click and copy. Go over to your map and click CTRL + V or Right Click and paste.
You should now see your image on your map and the layer looking something like this:

What you want to do is click on the
paper icon at the bottom.
Your layers should now look like this:

Go back to your tool box and click the cross section.

Move it to where you need it and make sure it lines up with the grid. I like to use the magnifying glass to zoom in in order to line things up. You can also use your arrow keys to move the image slightly as well.

Now, click on the layer and hit the
duplicate button. You should now how two copies of the same image.

Move the newly copied image to line it up with the original image.

Now, if you noticed, there is this ugly line. The easiest way to fix that is to chop off the sections where the line is.

Now, you are going to move that over to where it lines up with the original pattern.

Do this for the rest of the wall.

You will see that there is an overlap. What you do is crop by the grid line.

Right click on the layer in the Layers menu. You should see something called Merge Down. Click on it on the layers to merge them down, but do not merge them with the original map. If you accidentally do that, just click CTRL + Z.
The walls for our kitchen is now done. 
Now it’s time to move onto the floors.
Go back to Celianna’s tiles and select the floor you want for your kitchen. Copy and paste it over to your map the same way you did with the walls. Click on the
paper icon again. Move it over to line it up with the wall and grid.

Click the
duplicate button like we did with the walls. Make the copied image line up with the original floor image.

Do the rest of the floor like you did with the walls. Make sure you merge the floor tiles together but do not merge them with the wall layer.
You are now done with the flooring of the kitchen.
Organizing Your Layers
The best thing we can do now is try to keep things organized. If you don’t it can get really frustrating later on when you have a lot of items you need to manipulate.
The first thing you want to do is click on the
folder icon at the bottom of the Layers tab. A new folder should pop up in the Layers tab.

Double Click on where it says Layer Group and label it Kitchen then press ENTER. Where our floor layer is, label it Kitchen Floor and for the wall, label it Kitchen Wall.

Take the Kitchen Floor layer and drag and drop it into the Kitchen folder. Do the same with with the kitchen wall.

Inside the Kitchen folder, make another folder and label it Kitchen Objects.

Adding the Kitchen Objects
Go to Celianna’s tile set and select the refrigerator. Copy and paste it onto your map.
I like to label the object right away. I labeled it Refrigerator so I know what object it is in case I need to move it later.
Note that if you select the group folder and try to paste onto the map, it will not work. Click on your base map instead in order to get the refrigerator layer to show up. Line it up to the grid. You can play around with the position to make it look less grid-like, but to make this chapter easy, I will stick with the grid.
Now, select the counters and do the same thing you did with the refrigerator.

Go ahead and finish your kitchen to where you like it. 
Here is my finished version:

We are finished with the kitchen for now.
The Dining Room Floors and Walls
We are going to now focus on the open area to the left of the kitchen. This will be our dining room.
We are also going to try a bit of a different method of the walls and floors this time. Go to Celianna’s tiles and select the dining room wall you like. Select it like you did with the other wall.
This is the different part.
Go to file new and make a new document. Make a new transparent layer and delete the background layer. Now, paste your wall onto that document instead of your base image.

Now, on the new document, go to Image —> Autocrop image.

You should now just have your image and no grey grid anymore.
Go to Filter –> Map —> Tile.

For the width and height, I made it 400 X 408. If the pattern looks strange, go ahead and use Make Seamless first and then tile it.
Show grid on the new image of the wall. On my base map, the dining room is five squares in width and two squares in height. I then go back to the wall pattern I tiled and select five squares in width and two squares in height.

You will do the same exact thing for the floor.
This is how mine looks when complete:

So, why did we tile those walls and floors like that instead of doing it one by one? Mainly because I wanted to show you an alternative method so you can find what’s most comfortable for you. I like the tile method for larger maps, but I use the copy and paste method for places that are small, like the kitchen or bathroom. Go ahead and try out both methods and see which one you like the most. 
Finishing the Decorating
Go ahead and finish decorating. Leave the border though since we will cover that next.
Here is my decorated house:

Finishing Our House
Now we need to add the doors and border. If you like the thick border then you can keep it as is.
If you use a thin border, you will have to modify your walls and make them higher until they touch the edge of the border.

If you are using the thin border, go all around the wide wooden border with that one. This is what mine looks completed:

Now, for the sides and underneath, we are going to use a black fill in order to make it look nicer. Select the side wood plank and select the black fill as well.

Now, paste that onto your map and on the bathroom side.

Now, select part of the border, then go to the flip horizontal tool.

Press CTRL + C and then CTRL + V. Click on the image to flip it. Put it on a new layer and move it next to the bathroom floor tile.

Do this for all the walls.

Now we need to add the doors. You can either parallax the doors or you can make the doors animated.
For this tutorial, we’ll just keep the animated evented doors.
I like to add a little black space for where the doors are. I’m sure there’s better ways to do this, but it was how I’ve made doors since I’ve first started RPG maker and it’s hard to break that habit. 

And now we are finished with our map. 
Making the Overlays
This is a bit tricky since it takes looking at the grid and guessing where our character will be behind an objects. On our map, here is what I pointed out as what needs to be an overlay:

I would recommend that you do highlight what needs to be an overlay on your map like this until you develop an eye for it. It may feel like busy work, but it is very helpful when you are working on maps, like a forest where there are a bunch of trees overlapping one another.
Now, select the parts that will be an overlay. Copy and paste them onto a new layer. Make sure you stop at the grid line or the character’s feet will pop out underneath the overlay.

Now, export the map (not the overlay) and save it in the Parallax folder. Name it something like House 01 or whatever will help you remember what map it is.

Now, hide that layer and have just the overlay showing. Export that map and save it to the Layers folder you created earlier. Label is something that you can remember, such as House 01 Overlay.
Now it’s time to go back to our editor.
Go to map properties again and select parallax background. Select the house and have it show in editor.

Erase the map blueprint we did in the editor.
Now we need to make things passable. Currently, your character should not be able to move. If you go into your tilesets tab in the database, you’ll notice that the interior tile set does not have a passable tile. How I fix this is I take the Dungeon tile B and have it be the Interior Tile Set D. The top of the tile will be a blank passable tile.

Go back to your editor and instead of clicking the blank tile in tile set D, click the Green plant next to it. This is so we can see what we are making passable.

If you notice, there is no way to get behind the chairs unless you have a diagonal script. This means we didn’t need to make an overlay of the chairs, which sometimes happens with parallaxing. It’s better to be safe than sorry. 
Go back to your tile set tab and select the blank tile set. Select the
bucket fill tool and go over all the plants. Your map should look like it did before, but now you can walk around.
Now we need to add the shadows.
I usually do this in the image program, but for chapter 1, we’ll just use the auto shadow. The light is going —-> so we need to have the shadows hit the left side.

Now we need to add the overlay. Go to your
events tab and make a new event that is either a parallel process or an autorun. Depending on how you have your game set up, one will be better over the other.
If you use an autorun event, make sure you add a self switch A = on at the end of the event and make another page with the Self Switch A condition turned on.
Place in Galv’s script code like this:

Here is the guide to what all these numbers mean.

Now, for the layer number, it does not mean it’s going in front or behind the player. The layer number is similar to the picture number where you need a different number for each picture to show up on a map. In order to make the image be in front of the player, you need to use the Z level. Galv had his at 200 and it works for here as well, so that is what I’m assuming it should be kept as if you want an overlay image.
The scroll speed is for animated layers, which we will cover in a later chapter. 
Click OK and test out the overlay. You should be able to go behind the overlay image now.
All you have to do now is add in the doors and transfers and you’re done with your map. You can also add a tint to your map since the overlays will be tinted as well.
And that is the end of chapter 1 for making a house.
I’m willing to take suggestions for other parallaxing tips and tutorials that you want for other chapters and such.
