Ultra Mode 7 [RMMV & RMMZ]

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Started by bblizzard 1291 posts Page 13 of 65 View original ↗
  1. Thothdan said:
    Thank you for creating this plugin.
    How did you do that with actually walking on the stairs and raising your character from the ground?
  2. How did you do that with actually walking on the stairs and raising your character from the ground?

    Don’t forget you can set your characters/events to be "under everything" and with that setting, your player will be walking on top of what appears to be popping out of the ground just like everything else. (There are probably other ways to achieve the same result as it’s often the case.)

    It's all about tricks more than ever with this plugin. Having to “think outside the box” would be an understatement.
  3. Yeah I know, I wasn't thinking straight.
    But the stairs + bridge gotta be 1 big event Character with empty events or "blocked-when-on" RegionID around it so the player doesn't walk off, right? And the lights and building each are also big Event Characters then...

    If I want to use UltaMode7 I think I would need to have a H-mode. My game uses different floor levels to solve puzzles and I'm using the Characters I shared here earlier as walls. It looks fine in 2D but only the walls pop up when UltraMode7 is used and not the first, 2nd or 3rd floor which is the tileset of course.
  4. @Arend Galenkamp I am sorry for the late reply, and also I apologize for not being any help for you on this matter.
    In my experimented project. There are vehicles running under this pedestrian overpass. So I cannot make the player walking on top on it,
    while there are cars moving below it at the same time. But you can cross to the other side by pressing 'Z' at the bottom of the stairs.
  5. But the stairs + bridge gotta be 1 big event Character with empty events or "blocked-when-on" RegionID around it so the player doesn't walk off, right?
    What I would do here is to overlap 2 big events with the same bridge GFX, one below the player (to walk on it) and one over the player (when you go under) and when you are about to walk on the bridge you put an invisible event (on touch) to turn the “over” bridge OFF (or invisible with the opacity function) and voilà... Hopefuly. :dizzy:

    But @Thothdan said there are cars passing under the bridge as well so, that’s another level of trickiness lol.

    We could use this plugin to have our sprites scale dynamically on a 3D map like in Playstation One’s Final Fantasy (7-8-9), if we “lock” the camera:

    But here my camera scrolls so I’m unsure, might be cool to add a function specific to this kind of map? The plugin I use requires a lot of trial and error to get the numbers right (you add script commands for your map with maximum/minimum scale or where is the “origin” and the “factor” [how fast events will zoom-in and out] stuff like that to simulate a 3D plan to match the one in your map) quite tedious.

    But with ultra mode7 I believe we could put a single “pitch number” to have this effect more easily, at least from what I tried it felt like it could be great. Who knows, maybe an idea for another time. :D
  6. KaYsEr said:


    @KaYsEr Duuuuuude, you're blowing my mind. :o Seriously, just you making this using my script makes it worthwhile for me to have released it publicly. :)
  7. Keep it up with the plugin! I can really use it for some upcoming projects or even the sequel of my game :D
  8. hi @bblizzard . Awesome works so far! You're legend!
  9. I have successfully making the player crossing the bridge while there are cars passing under.:thumbsup-right::cutesmile::thumbsup-left:
  10. Thothdan said:
    I have successfully making the player crossing the bridge while there are cars passing under.:thumbsup-right::cutesmile::thumbsup-left:

    I think I know how you achieved most of this. I am curious if you have two events in the same spot with different priorities so that it the bridge gate covers them?

    And is it just an event that makes the player walk across the whole thing or is it done through a movement route that has to finish first?
  11. @AdamSakuru
    This plugin seem to magically doing all the tricks, The player can walking across this bridge without the need for Switchs/Move Routes/Variables. But the only restriction is you have to make a side scrolling style map like I do, for things to get as smoothly. (The height should not exceed 12 grids. The 2 squares at the top are empty. It is use to make it looks like the player has been lift up from the ground)
    I can make a demo, but my internet uploading speed is terrible. It will keep failing and I have to uploading again and again with no hope of finishing.
  12. I actually didn't explicitly implement this kind of functionality. Magically indeed. xD
  13. Hi, I've got 2 things today: First, for some reason Ultra Mode 7 works more efficient than the 2D map script made by the RPG Maker developers. If UM7 is turned off I get weird frame dips and some maps load with 30fps instead of 60fps. Not that this is a problem at all, just wanted to mention it. I do have the question if UM7 influences the players' walking speed in any way? Altimits' Ultimate Pixel Movement doesn't like a walking speed that isn't a whole number.
    Also I've updated my game's page, which uses Ultra Mode 7. So maybe, if someone's interested, take a look: https://forums.rpgmakerweb.com/index.php?threads/almanac-the-third-portal.98421/#post-886722
  14. It might have to do with the 2D map engine bug I found: https://forums.rpgmakerweb.com/inde...mory-leak-check-not-working-correctly.101081/ But this only explains the frame dips, not the constant 30 FPS issue.
    But don't be that surprised. xD I have over 13 years of programming experience, 10 of that in a professional gamedev environment. with various OpenGL, OpenGLES and DirectX versions. I wasn't the lead programmer in Cateia Games without reason. :)

    UM7 doesn't influence the walking speed, but it uses the Game_Map.displayX()/Y() functions. I tried making sure that the proper values are being used for offsets, but there is a possibility that a very customized pixel movement script could break it. I'll take a look at it soon. Maybe I can do some small changes or add a configuration value that can fix this. BTW, keep in mind that due to the mere perspective it might appear that the movement speed is different. If viewed from a 0° pitch, the speed should be the same.

    EDIT: I see you already posted in Altimit's script's topic. Let's first see if the bug is on his/her end.
  15. Dude @bblizzard This is simply amazing, you have just made my projects 20 times better. Hats off to you my friend!
  16. @AnimaScorpius Glad I could help make your game better. :)
  17. Is it possible to rotate the player like the Final Fantasy VI airship, where left and right would rotate the camera and the accept button would accelerate? Or possibly just rotate the player sprite with left and right, similar to Starflight (Genesis) or TANK (NES)? I've been looking for this functionality everywhere, and it seems like your Mode 7 plugin would be a relatively simple(?) environment to implement this in.
  18. Yes, it can be done with minimal additional coding (or just eventing actually), but you might need a pixel movement script first that supports 360° of movement freedom.
  19. It is totally beyond me how I would event something like this lol. Could you possibly work it into your plugin?
  20. GatoradePony said:
    It is totally beyond me how I would event something like this lol. Could you possibly work it into your plugin?
    Give me half an our, then I'm back behind my PC. Maybe I can help you out.