Update 0.5.4
- interact diagonally
- change backface culling for ceiling separate from everything else. Also affects camera collision.
- resolution scale plugin command
- plugin command to change camera collision
- more camera collision options
- can now change names of option menu options
- fix animation offset with resolution scale
- fix animation scaling when using camera collision
- fix tileset settings not being loaded sometimes when loading game
- fix camera angles etc not being preserved when loading game
- fixed error when transferring player during map load
- (premium) fix changes to skybox from plugin command when loading game
There are now two types of camera collision. I couldn't think of a concise way to describe them, so they're called Type1 and Type2.
Type1 - Camera collides with any object between the player and the camera.
Type2 - Camera only collides with objects between player and camera if it would be inside a wall at normal distance.
The animation and loading bugs should be fixed now.
@Yevn125
I don't currently have plans to add diagonal slopes, but it's something I might add in the future.
Slopes have complicated collision rules, and diagonal slopes would be even more complicated. If I find a way to simplify the logic I might add them. If I add corner slopes though I'd want to add both inner corners and outer corners.
You can use fringe(2) in the tileset configuration to make a tile float above the one below it, giving the player room to walk under it.
@palatkorn
Instead of using a move route to set the event's position couldn't you use <mv3d: pos(8,3)>?
I tested the new version and, this time, everything seems to be working correctly.
There are two things in particular that I want to thank you for:
The first is to include the ideas that I gave you before.
The second is to have unminified the code, so it is easier to fix some bugs on my own.
So thank you so much!
I found a crash, but I already fixed it.
So I'm going to share it here for you to include in the next patch and help others.
The Crash:
If you are using mv3d-patr3on.js 0.5.4 and try to change the resolution scale via plugin command and you have not defined any skybox, then the game will crash.
The Fix:
Include this condition below (line 807) in the mv3d-patr3on.js file, so then it will not return as undefined skybox, it will ignore it in this case.
With that, we can say that all the new features are working perfectly.
I have a suggestion:
Could you make possible to use a variable as a target?
Here goes the screenshot as an example.
I use the following script to get the target of a variable and apply the animation to the correct event. (In this case, the enemy affected by the shot in the ABS)
Ex.: $gameMap.event($gameVariables.value(579)).requestAnimation(133)
But when trying to adapt to mv3d animation, I realized that I can't use a variable as a target, just fixed targets.
I would like to do this to apply depth to these animations, as you programmed into the animations of mv3d itself.
Thank you for all the help!
Keep the good work!
:awink:
Let me show a cool thing that i did with these new features
Graphics Style Option
Nyana's Castle Retro Style 720p
Nyana's Castle Retro Style 1080p

Nyana's Castle Modern Style 1080p
