I see. I don't think that JS is properly saving the matrix object inside of Game_Map. I'll take a look at this tomorrow and fix it properly. Worst case I'll use a fix similar to your code.
EDIT: Turns out JS is a bit weird when it comes to data serialization. I had to make sure that the class was outside of that immediate function call construct that is necessary for the rest of the code to work. Plus, I had to make sure the constructor function has a global name or something like that. It's really weird. :/ But it works now, v1.2.1 is up.
Ultra Mode 7 [RMMV & RMMZ]
● ARCHIVED · READ-ONLY
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Hey Bblizzard, the plugin doesn't seem to be working anymore after v1.2.1. I'll look further into it tomorrow. I'm really tired so first I'm going to sleep for a good 12 hours. Goodnight.
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Weird. o_O Sure, let me know. Maybe I messed something up while copying and uploading.
EDIT: I made some mistakes while cleaning up the code from redundant pieces. 1.2.2 is up now and should work fine. -
Hey
Sorry if this has been answeard i might of missed it as i only did a quick scroll through. but does this support parallax mapping? also sorry if this is a dumb question lol. my knowlage on scripting is fairly low at this point i know enough for basics XD -
As in using a picture as background? Yes. As in using a picture to try and make things in the foreground look 3D? No, I've personally tried that already. And I'm not sure if the parallex moving plugin works either.Hey
Sorry if this has been answeard i might of missed it as i only did a quick scroll through. but does this support parallax mapping? also sorry if this is a dumb question lol. my knowlage on scripting is fairly low at this point i know enough for basics XD
Edit: and don't worry if you're programming knowlegde is not the best yet, you'll learn it yourself once you want to make more complex stuff. I actually graduated as Chemical Analyst last year and now I'm a full time game dev. I learned myself how to make working portals (which are player placed) and gravity for example -
oh ok. thanks for quick replyAs in using a picture as background? Yes. As in using a picture to try and make things in the foreground look 3D? No, I've personally tried that already. And I'm not sure if the parallex moving plugin works either.
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It would be cool if we can use pictures for foreground + background. Actually all is on the ground expect for characters.
Is there any way to disable "Z-scaling" for an event ?
EDIT: nvm, with Doodads it's perfect. -
Wow, sorry I missed the notifications here. Well I tried the new version quickly and it seems to work great (so far so good) can’t wait to dive deeper! Congratulation! :)
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@bblizzard
Hey, I tried the updated plugin and noticed that parallax scrolling issue I mentioned before is still occurring.
(On Page 4 of this thread I explained it in case you forgot.)
Will you be able to fix it soon? -
Yeah, I hope so. I wanted to take a look at it last weekend, but something came up and I actually ended up not finding the time.
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So, i just downloaded this to mess around with it, I think potentially it could be used to create really cool stuff! So the first thing I tested was adding a $style.png character (a big dragon) and a house using $style.png also, to the demo to see how it looked. Which to my surprise looked pretty awesome! (reference picture below)

But my problem is... when you start to go north (up towards the house for this example) The .png event in the south/behind the characters (the dragon) increases in size so much that it fills the whole screen. (reference picture below)

I dont know how to exactly word this but... How do I adjust where like the cut-off rate starts for pictures to the south of the character if that makes sense... That way I can make the dragon behind me out of view instead of just enlarging and taking up the whole screen. -
You could use MOG's Event Sensor or via conditional branch script: "$gamePlayer.regionId() === 76". That would be the Region ID from the fade out distance you want, keep in mind to revert it to another RegID when the player walks back. You'll need to make a common event that checks the players' RegID and flips a Switch to a blanc page in the dragon even)
OR set the dragon's Y Map Location in a variable and substract the fade out distance, set page 1 on parallel, then beneath that make the following conditional branch script: if "$gamePlayer.y <= $gameVariables.value(66)" then turn On Self Switch B. And set SS B is a condition for a, second, empty page. Ofcourse this can be done in a parallel common event to avoid any more lag, but then SS B needs to be changed to a normal Switch. Anyway, on page 2, which also is parallel, make another conditional branch script: if "$gamePlayer.y >= $gameVariables.value(66)" then turn Off SS B.
Hope this helps and or at least sends you on the right path... -
@Arend Galenkamp That makes sense but jeez i thought there was something in the plugin to take care of that lol, thanks tho that will definitely work. I couldn't imagine doing settings like that for everything on an entire map, let alone a whole game. That's rough.
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Yeah I can't imagine someone using that many large sprites anyway. On the other hand it's pretty easy to automize it with parralel common events. Maybe bblizzard will add it in later on, but Ultra H-Mode7 is a bigger priority right now...
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Okay so another solution I came up with is use a pitch of 45 instead of 60, this pretty much eliminates the problem.
Edit: scratch that, it made it easier for some angles, still need to do a parallel common event checking x y variables with conditional branches to turn on/off events for some spots on the map. Combining the 2 ideas though definitely works.
Edit: This plugin does have serious potential, but there's certain artistic angles that I just simply have no idea how to make look right, this plugin is gonna have to sit on the shelf for me for a while. -
@Tonedawg181 Yeah, when working with 3D certain other limitations start to apply that weren't an issue before with 2D, especially for camera setup. You can try to increase the NEAR_CLIP_Z parameter. This will make sprites disappear earlier as they get "closer to the screen".
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Wooo Dragon so tall it squished flat the mountains XD Seriously cute thought ^^
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@Tonedawg181 Yeah, when working with 3D certain other limitations start to apply that weren't an issue before with 2D, especially for camera setup. You can try to increase the NEAR_CLIP_Z parameter. This will make sprites disappear earlier as they get "closer to the screen".
that near_clip_z parameter was the one i was looking for thank you! But yeah I'm still kinda on the fence with using mode 7 because its DEFINITELY harder to work with some of the angles. I spent like around 18 hours trying to make a little wooden fence look right and it still looks kinda wrong lol. The yanfly doodads integration plugin definitely helped though. -
I know. This one of the major reasons why gamedev companies in the mid and late 90's usually used fixed angles for their games (usually Playstation 1) when working with a 3D environment, but still using 2D billboard sprites for various objects and characters on the scene. Wild Arms 2 is a good example of this, but there are many more games. I'm actually quite surprised that Wild Arms 2 pulled of camera rotation by 45° and it still looked good enough. Even some N64 games did this, e.g. Bomberman 64 (though this one used mixed 2D composite-sprites and 3D models).
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A big solution I found (with help from many people in the lunatic discord) for working with side angles such as changing perspective angles on a fence or side of a house for example, is break the image down into several several tiny yanfly doodad images. It's kinda a brutal process to make/set up but it's a proof of concept that it's possible to make more than just fixed angled images.