Fair enough:3
I only needed it for one area as something of a backdrop for a play, but I'm sure I can improvise something else.
Thanks! ^_^
Ultra Mode 7 [RMMV & RMMZ]
● ARCHIVED · READ-ONLY
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I keep doing some fun stuff with your amazing plugin:
And, I tried to emulate your "mode 7 render" (billboard 3D) with the new 3D model upload of Facebook, well you need a compatible device to see the effect but here is the post, should work with a modern desktop I think:
Looks like a pop-up book.
And I was thinking, what is the name you'd like me to credit in the game/website, also do you want that name to link to anywhere special? (Personnal website or anything) Please tell me what you prefer. Thank you and take care! :) -
Credit me as: Boris "Blizzard" Mikić
No link or anything special is necessary. If you google my name, you already see enough of me. xD
BTW, who's your tileset artist? And I was also wondering how you're porting the game to Switch? I'm interested in that option myself, but all I've seen so far were hacks to run a browser on Switch which then runs the game. -
I think he showed himself painting them by hand in his game tread. The ideal art for the ideal plug-in.
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Yes, I "pixel-paint" them freehand like this:

It's a time-consuming process but worth it when you're in full-screen and can see all the pixel-details, a good compromise between real pixel-art and something more "drawn" that is often mandatory now we have to deal with higher resolution than before.
(It means don't watch the trailer on Kickstarter but on YT haha.)
Cool, no problem we'll add this on the landing page asap.Credit me as: Boris "Blizzard" Mikić
And I was also wondering how you're porting the game to Switch
Several leads so far, for example one guy is doing a private "custom MV client" compatible with consoles, another group is making a tool so we can open an MV game in Unity, because from what I understand their attempt on a “custom MV client” isn’t performance friendly even with WebGL etc, the Switch is not such a power house.
(Can’t break their NDA talking about that here but I think it’s fine being super vague like I am, and they’ll come out of the shadow sooner or later anyway.)
Still need to see how it goes and if Nintendo is happy about that, but with so many people trying their own recipe I'm sure one of them will be fine eventually, and we have yet to learn about what NIS is using for RM MV Trinity from a technical point of view. :) -
I did watch the Kickstarter trailer, but didn't realize that was you. xD
Nintendo will probably be ok with it running through Unity, but AFAIK they haven't released their Switch SDK for everybody to use yet. I logged into my account a few weeks ago and it still only offered the Wii U and the 3DS SDKs. -
Eh, it was just a quick thing I did. To be honest I was expecting @bblizzard to have added it to his plugin.I just wanted to bring up a new issue I ran in to regarding your plugin specifically.
Since bblizzard updated the plugin to allow "looping" on maps, it seems your plugin hasn't adapted this function properly as setting a map to loop horizontally (or both) will cause all doodads to disappear on the left side after a certain distance (tested in both my project and a new "test" project).

I may have a look at it later though. I still didn't check how he made the maps loop, will need to see it and adapt. -
Hate to pressure, but has there been any luck on the lighting issue?
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I was planning to take a look at it tomorrow. :)
EDIT:
@Espilonarge Alright, I added compatibility code for Khas in v1.3.4.
@Sushi_Witch As far as Terrax goes, it was written in a bad way and if I wanted to include compatibility code directly in my script, I would literally have to copy half of Terrax's script just to add the compatibility code. Instead I have included instructions on what segment of the code needs to be changed. It's just a simple replacing of a single piece of code. -
Thank you!
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Thanks for helping to provide compatibility. I'm sure I can make some really interesting maps now that lighting on them is possible (I just have a few things I need to deal with first before I get back to working on them). :)@Espilonarge Alright, I added compatibility code for Khas in v1.3.4.
EDIT
Ok, I just tested it and while the lights do work properly for the events, it seems the UltraMode7 plugin will cause an error if you're using region specified lighting set via the Map Properties (eg = [region_light 4 randomlightname] ). This issue only affects maps that have Mode7 active and seems to have something to do with the "this._character.isUltraMode7Visible" call on line 2123.

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Really? I had no issues. Did the demo you sent didn't include those region lights?
EDIT: Yeah, the demo didn't have them. I added them, tested and fixed everything. v1.3.5 is up. -
Sorry, it did kind of slip my mind to think about including them in the demo as well (my bad) as my brain only thought about the "events" at the time. Sadly... I just ran in to a new issue (something I didn't even realize was going to happen until I ran in to it while testing). It seems setting a battle light via a plugin call (eg = "BattleLighting Addlight battlelightname 320 240") on a Mode7 enabled map will cause this error/crash to happen the second it tries to transition to a battle screen (I'm sorry that I keep reporting issues like this).Really? I had no issues. Did the demo you sent didn't include those region lights?
EDIT: Yeah, the demo didn't have them. I added them, tested and fixed everything. v1.3.5 is up.
Removing said plugin call will fix it but you will need to use a "BattleLighting AmbientLight X" plugin call otherwise it will utilize the maps specified "AmbientLight" value (eg = if the AmbientLight is set to 10, all battlescreens will be set to 10).

In the interest of other details that I could have missed when creating that demo, it might be worth linking their tutorial page as Khas didn't provide the tutorial information within the plugin file itself but rather on their site. Again I apologize for not thinking to add the other functions/features in the demo at the time but I simply wasn't expecting these issues to crop up.
http://arcthunder.blogspot.com/p/tutorial-advanced-lighting.html -
I put up v1.3.6 with a potential fix if Battle Lighting does what It sounds like. xD Let me know if it works. If not, I couldn't actually find any code for "BattleLighting". Where is it located?
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Sadly, it's still causing it crash (I've literally went and disabled every plugin save yours and KhasUltraLighting plugins just to be absolutely sure). All of the "BattleLighting" based code for Khas Ultra Lighting seems to be after line 103 in the "KhasGraphics" plugin and line 1519 in the "KhasUltraLighting" plugin (which I did link a screencap of the "error" above in my post that pointed approximately where the Battle Lighting code is). I'll share the latest error though regarding UltraMode7 v1.3.6.I put up v1.3.6 with a potential fix if Battle Lighting does what It sounds like. xD Let me know if it works. If not, I couldn't actually find any code for "BattleLighting". Where is it located?

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Try v1.3.7. I think I got it right now.
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Tested and verified to be working. :DTry v1.3.7. I think I got it right now.
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Hello, when I create a new project I get many mistakes, like the problem of sound, is there a tutorial to create a new project?
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All these fixes to make it compatible with Khas, and I use Terrax...
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@Waterguy Because I didn't see any other code that needed any change to make it work with Terrax. Just apply the changes in Terrax's script from the instructions and you should be good to go. :)