Ultra Mode 7 [RMMV & RMMZ]

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Started by bblizzard 1291 posts Page 18 of 65 View original ↗
  1. Speaking of changes, any plans for making events not pop-up through a notetag/comment?
  2. Most likely no. The problem is that I can't simply use sprites for that. I actually have to create custom sprite objects that can be rendered in 3D. The default renderer has only 2D coordinates in the shader so I'd have to rewrite a lot of the base engine.
  3. Espilonarge said:
    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).

    FGaHCrv.png

    VA4TlO6.png
    Ok, I tested it with and without Mode7... and it seems to me this is not a "my plugin with mode 7 and loops" problem... it is a "doodads with loop" problem.
    To be more specific, even without the mode7 the doodads disappear on the left when looping until they get past their middle point. On the right I didn't notice this problem.
    But I have to say... this also happened with a large door event I had, so it isn't exactly a "doodads" problem, but more of a "default loop to the left is broken". Probably "to upwards" too, I'd guess, since both deal with negative map.
  4. Hm, I did try to fix this on normal events and vehicles in UM7. Do you have the newest version? Yeah, it's probably an issue with doodads, too.
  5. sorry, with "this also happened with a large door event I had" I meant without Mode7. It was a 3-tiles-wide event that disappeared on the left side of the screen when the center of the event went past it.
    Since it was without Mode7, I believe this may be an MV issue... but since you did say you fixed it in your plugin, could you tell me the lines so I could take a look?
  6. I changed the implemenration of scrolledX and scrolledY in several classes to use modified $gameMap.adjustUltraMode7X and $gameMap.adjustUltraMode7Y calls that would place the objects on looped maps depending on whether the player is on the left or right half / top or bottom half of the map. The default implementation only adjusts the coordinates for one screen size and this works just fine for the default view. In fact, my approach is problematic on small maps, but it's the only way to avoid having to create multiple sprites for a single event on looped maps.

    So if you are having issues with events that cover multiple tiles on looped maps, it's likely that the Game_Map.adjustX and Game_Map.adjustY approach that offsets the coordinates by a single screen aren't good enough, because they don't take into account the actual sprite size. This might actually be something worth asking the MV team to look into. A possible solution might actually be the approach I use, but it will also cause issues with looped maps that are the same size as the screen since they would also require duplicate sprites in this edge case.
  7. @bblizzard Hello.. sorry to bug you during the holidays and just wanted to say that I appreciate your work for this plugin!

    I'm having the same issue as Tonedawg181 had where when walking away (UP) from an event sprite it zooms up until its giant before leaving screen completely. So this causes one of two things. I either stop and the sprite is blocking view OR it causes a flicker while moving, which is noticeable. I did find a post you made saying to adjust the NEAR_CLIP_Z parameter in the plugin, but I cannot find this parameter on my plugin? I searched every page before posting looking for possible reason, rename, same issue, etc. I didn't find anything about it though, any ideas?

    TLDR: Can't find NEAR_CLIP_Z parameter in plugin.
  8. @bazrat NEAR_CLIP_Z is not a modifiable via the plugins screen to prevent messing things up. Change it directly in the code of the plugin.
  9. I love this plugin! It adds perspective to a map which is just what i needed. However! I've run into a problem... TT The plugin worked just fine in a comppletely new project. But in the current project I'm working on, it just doesn't work. I turned all other plugins off and only kept Ultra Mode 7 on and pasted the map note tag but the map stays the same! Plugins I have are:
    Yanfly's plugins, Khas lighting and the Qmovement plugin.
    I dont understand what's wrong amd it's bothering me a lot TT

    Edit: Solved it. I just had to get Ultra Mode 7 first then other plugins in a fresh project...
  10. *Solved*
  11. Hey @bblizzard , I just wanted to say the plugin became even more amazing than it already was. I've got a question (not something to be added perse): Would it just be possible to change the rotation angle with the second joystick on a controller, or just with a button press. I know that everything will still face to the player, and that even the players' movement gets all messed up; but I noticed some events completely changing the image when they're viewed "from the side". That would open up the possibility to develop puzzles depending on perspective games like Fez and Captain Toad: Treasure Tracker.
  12. Yes, I did implement events changing the direction when viewed from the side. :)

    You can easily create a parallel process event continuously checks for a button press and then rotates the angle by e.g. 90° in an animated manner. Simply check out the demo and the instructions for the script call you need.
  13. bblizzard said:
    Yes, I did implement events changing the direction when viewed from the side. :)

    You can easily create a parallel process event continuously checks for a button press and then rotates the angle by e.g. 90° in an animated manner. Simply check out the demo and the instructions for the script call you need.
    Well, holy it works flawlessly. Maybe I can use this function instead of relaying on height :)
    Now I think about it, this is much more interesting...
  14. Yeah, that camera rotation thing reminds me immediately of Wild Arms 2 and Bomberman 64. xD
  15. Do you perhaps have a clue on how to change the control scheme with a variable or switch? Maybe inside a plugin itself. Or is it not possible for a plugin to read & use switches and variables from RPG MV? I do know how to change the control scheme itself inside a plugin though (AS Input Settings and YEP Button Common Events). I've already tried to indirectly change the controls via a common event but that doesn't work really well since it changes Altimits' Pixel Movement back to tile based movement (with input lag).

    Edit: Not that you didn't say you fixed it yet, but MOG Character Motion is not working right yet. Sprites still appear smaller in front and way to big in the back. The Yaw doesn't matter.

    Edit2: I think I found something new and really useful in the RMMV Script Calls list:
    Change Tileset Z Value
    $dataMap.data[(Z * $dataMap.height + Y) * $dataMap.width + X] = TILEID;
    Used to change a tile in coordonate X,Y with (TILEID) on the layer Z!
  16. The console gives me this error :c
    Uncaught ReferenceError: Khas is not defined
    at UltraMode7.js:2020
    at UltraMode7.js:2180
    And yes, I'm using Khas Light xD
  17. I'm not.
    Yet I get the same error, but it doesn't stop my game running.
  18. @Waterguy You can ignore it. The console prints out the errors even though I do a safe check whether Khas lighting is installed. I'm basically doing "hey, does this variable exist?" and JavaScript is all like "HEY WAIT, YOU HAVE A VARIABLE IN YOUR CODE THAT DOESN'T EXIST". -_-

    @Kyuukon Make sure Khas' script comes before UM7 in the plugin listing.
  19. I may have found a way to have pop-up's on maps like an old pop-up book, but without eventing every single thing. Actual height increase for the player to walk on is *probably* not included but we'll see. I'll test it out tonight, tomorrow and wednesday and I'll report back after that.