I'll see what I can do about the MOG Character Motion bug as soon as I find some time.
Ultra Mode 7 [RMMV & RMMZ]
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@bblizzard Would it be possible to make extra map layers in height (like a humburger has different layers)? I mean just a png picture with the same dimensions as the map, layed out in the same way, but 48 pixels "above" it so it touches to top of a standard event. If this is possible I think I would be able to give the illusion of moving in a Z-axis.
Making everything 2,5D works pretty well up until now but it's also pretty complicated to explain since it differs alot per map. I think I might make a complete report on how to do it.
Here are 2 sample pictures of the map I'm working on right now, it's pretty much done except the side of the house (which I hope is just a matter of finding the right spot and angle) and the background. Black looks clean and alright but a well tailored parrallax background just might make it even more beautiful.
EDIT: It would be really really helpful for buildings to be able to place images sideways (so in depth), because events and paint.net aren't gonna cut it.
Sample pictures

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Just wanna post to thank you bblizzard, I managed to get my city overworld up-and-running thanks to your plugin:
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@EthanFox How many folks will be inspired now, to get giant monsters attacking their map that way? XD
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@bblizzard Would it be possible to make extra map layers in height (like a humburger has different layers)? I mean just a png picture with the same dimensions as the map, layed out in the same way, but 48 pixels "above" it so it touches to top of a standard event. If this is possible I think I would be able to give the illusion of moving in a Z-axis.
Making everything 2,5D works pretty well up until now but it's also pretty complicated to explain since it differs alot per map. I think I might make a complete report on how to do it.
I can add an option to offset the map layers that MV puts together, but it won't really help you with what you are trying to do, because the sprites are still 2D and will be rendered over all the map layers. Plus, since the scale of the sprites is faked instead of being 100% mathematically accurate (to save on CPU), it's unlikely that it will look good anyway with the current way it's rendered.
Here are 2 sample pictures of the map I'm working on right now, it's pretty much done except the side of the house (which I hope is just a matter of finding the right spot and angle) and the background. Black looks clean and alright but a well tailored parrallax background just might make it even more beautiful.
EDIT: It would be really really helpful for buildings to be able to place images sideways (so in depth), because events and paint.net aren't gonna cut it.
Sample pictures

As I mentioned previously a few times, to make this works properly I'd have to rewrite the entire 2D rendering engine of MV from scratch to support 3D objects instead of just 2D sprites that are fake scaled and positioned to give the illusion of depth. And even if I did that, it would fundamentally break every map plugin there is. I really don't wanna go there. It's way more work than the original plugin itself was. The only reason why rewriting the tile rendering part of the engine wasn't so problematic (it actually was), was because it's somewhat isolated from the rest of the rendering code and doesn't actually use sprites.
EDIT: Goddammit and my drive to do better / take on challenges. >_> I *might* give it a shot after all at some point, but no promises. -
@bblizzard I may be interperting the 48p height thing wrong but that's kind of the intention. I think that if it would appear "above" events it would be just fine cause it's not meant to have any detailed sprites, just plain ground. The idea was to make a new map with the same dimensions as the one that needs height, and only fill in the ground tiles on those height places. Then you take mapshot so you get the whole map as png and put it with height difference over the original map with UM7. Events can act as walls.
If you think it might be worth a try then please try it, I think more than 1 of us are willing to pay for it if needed. And if you say "nope, that's not gonna work" then I'll just accept it and move on, just like with the wall problem. -
Hm, I'm not sure I understand then. What I was talking about was events appearing over tiles, not the other way around. Do you think you could make a mockup?
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Tried explaining it as clear as possible.
#1. Shrine 3 & 4: The flat map with events weirdly misplaced
#2. Shrine 3 & 4 mapshot: The extract of what should be 48 pixels heigh (throughout to whole picture) so it connects to both the "wall" events and where the floor connects to the red-golden wall in Picture #1. I was hoping this could be done the same way the map is loaded in since it has the exact same dimensions (so it would be loading 2 maps in 1, just with the height difference of 48 pixels) and lighting would hopefully stay intact on other levels above level 0 (the base ground); or a picture also with the exact same dimensions. Pictures via MV itself show up the same way as Events and Doodads do. Side note: Do not even consider placing Doodads with UM7 on, it's a complete poopshow. (Placing shadows also isn't a good idea either.)Picture #1
#3. 2019-01-28 (Screenshot): This is what the map looks like right now. If the ground behind the wall events were to be 48p heigh the events' images should be made 48p taller too, the user would probably have to do this his- or herself. Note: As of version 1.3.7 of UM7 Light sources stay at 1-tile height, making an illusion by putting the source a few tiles behind the real source doesn't work since it will just show up behind the original source and still 1-tile high. Also, I think (and I'm probably right with this one) that if an image placement plugin is used instead of using a literal copy of the map integrated onto the map on which we want height, most if not all lighting plugins (like Terrax, which is used here) won't work on the extra layers of height because they simply don't affect images.Picture #2
#4. Bblizzard example: About this is what it's supposed to look like. In picture #1 it's visible the front of the golden wall is only 48 pixels tall while "in reality" it's 96 pixels tall (but it's still a flat image ofcourse). It's just that the height of the level 1 ground covers up half of it. I already have multiple ideas on how to get the walls standing up so it doesn't have to turn into the ugly mess I've shown here, I'll be working on that tonight. If the walls are evented it they would just be 2 or 3 "tiles" (48p) tall to reach level 1, or even level 2 height. (Or just have empty space beneath it.)Picture #3
About covering up the sides of those walls, I already asked for a plugin that let's me exactly determine where and how an image is placed (but I can't write code yet so I only understood the concept): https://forums.rpgmakerweb.com/inde...point-while-binded-to-map.104916/#post-937053Picture #4
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yes true, it can be hard to undersatnd the first time, this concept use pivot Point for get the height. (and all sprite need to set from anchor(0.5,1))Tried explaining it as clear as possible.
About covering up the sides of those walls, I already asked for a plugin that let's me exactly determine where and how an image is placed (but I can't write code yet so I only understood the concept): https://forums.rpgmakerweb.com/inde...point-while-binded-to-map.104916/#post-937053
this is my sandBox where i test some idea : old version, with bug.
Also a good blog here , where is talk about the concept.
https://simonschreibt.de/gat/dont-starve-diablo-parallax-7/
Blizzard was the first group to make this possible i think in 1999.
These guys were ahead of their time on the techs.
EDIT:
To get something similar from your screenshot #3
I use affine() method on pixi objet
https://github.com/djmisterjon/PIXI...fec37b13f4d652b9cc244b7/js/core/camera.js#L96 -
Yeah, this is pretty much what I thought you needed. Anyway, as I said before, the issue is that events will appear over the tiles at all times so you will run into issues if you have anything that's not a concave wall with the opening towards the player. Basically this is impossible to do without a depth buffer and depth buffers change how things are rendered entirely (all pixels get alias and jagged lines).
The GIF from that post is basically the same what I do to place the billboard sprites, but I don't use the proper scaling.
So yeah, I remembered that as long as no depth buffer is present, some things like walls on houses will be impossible. I'll show you an example of what the depth buffer does, just give me a few minutes to compile my C++ engine's demo.
EDIT: This is a simple example of rendering a cube with 6 sides (and culling turned on).
This is with a depth buffer (like any normal 3D rendered): https://gyazo.com/deef734d8e1679963288ec47c405e0f6
Aaaaaaand this happens when you turn off the depth-buffer: https://gyazo.com/57eef803fdf8a8d6e876548e88c99ab0
The problem is that without a depth buffer the renderer simply rasterizes all pixels via the painter algorithm (which is simply overlaying new render data over old one). While without culling it might be possible to add some walls left and right (and rotating yaw beyond that wouldn't really look good), it seems that WebGL in PIXI turns it on for some reason and I can't find where. Or maybe it's turned on in WebGL by default and can't be disabled, IDK. In any case, more 3D-like graphics might not be possible without rewriting a good deal of PIXI. -
I have run into a problem. It was fine until I wanted to rotate the maps... The movement controls is a bit confusing. When a map is rotated, the movement depends on the direction of the original map. So, in my case, at 90 degrees rotation, if I press right, the player goes up. It's confusing even for me. I don't want my players to face this. So, how can I make the movements depend on the current map i.e on which direction the player is facing? I tried making a parallel event and changing the movement from there, but it didn't work and I'd rather not do that for every map I have.
Edit: There was a problem with the parallel event. It works. But! ...The two systems are clashing with each other. The plugin is causing the player to go Left when I press Down. Due to the event, the player goes Right if Down is pressed. And, in the end, there is a weird movement due to the two being together... I don't know, it's really crazy.
Am I only the one with this problem? Or am I just stupid and not noticing something I should... ? -
@Hyouryuu-Na Just turn on the option PLAYER_ADJUST_MOVE_DIRECTION in the plugin.
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Sorry for the late reply (had to fix my income and I'm getting sick), but it's clear now. I'll say again that if you want to try and do it it would be frikkin awesome but if not, no worries. At the moment the plugin already is very good and I already went the Bethesda way and changed it into a feature. Now the player can find hidden stuff behind walls and houses and I use it to make puzzles since the map rotates a full 360 degrees (90 per turn) now with 2 buttons. Coming to @Hyouryuu-Na 's point: if "player adjust move direction" doesn't work like with me, you can change the controls I think in core.js or a input plugin. I have a switch turning on (and 3 off) for every 90° camera turn in AS input settings which changes the players' movements.Yeah, this is pretty much what I thought you needed. Anyway, as I said before, the issue is that events will appear over the tiles at all times so you will run into issues if you have anything that's not a concave wall with the opening towards the player. Basically this is impossible to do without a depth buffer and depth buffers change how things are rendered entirely (all pixels get alias and jagged lines).
The GIF from that post is basically the same what I do to place the billboard sprites, but I don't use the proper scaling.
So yeah, I remembered that as long as no depth buffer is present, some things like walls on houses will be impossible. I'll show you an example of what the depth buffer does, just give me a few minutes to compile my C++ engine's demo.
EDIT: This is a simple example of rendering a cube with 6 sides (and culling turned on).
This is with a depth buffer (like any normal 3D rendered): https://gyazo.com/deef734d8e1679963288ec47c405e0f6
Aaaaaaand this happens when you turn off the depth-buffer: https://gyazo.com/57eef803fdf8a8d6e876548e88c99ab0
The problem is that without a depth buffer the renderer simply rasterizes all pixels via the painter algorithm (which is simply overlaying new render data over old one). While without culling it might be possible to add some walls left and right (and rotating yaw beyond that wouldn't really look good), it seems that WebGL in PIXI turns it on for some reason and I can't find where. Or maybe it's turned on in WebGL by default and can't be disabled, IDK. In any case, more 3D-like graphics might not be possible without rewriting a good deal of PIXI. -
The order of the plugins wasn't right apparently. ^^ It's working now~
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When walking around, there are small triangles that flicker at the top of the screen. Any way to fix that? Also, I'm certain this has already been asked, but is there a way to render certain tiles in 3d like in EthanFoxes video?
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What order did it have to be in? Cause i ran into a similiar problemThe order of the plugins wasn't right apparently. ^^ It's working now~
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Do you have problem with movement or is the plugin not working for you? I had to start over in a fresh project and import this plugin before amy other plugin.What order did it have to be in? Cause i ran into a similiar problem
As for the sequence, I have it mostly before many plugins but after plugins like Khas Ultra Lighting, Q movement and stuff. I'm not really sure what solved my problem, I had to redownload the plugin again and I rearranged the sequence before playtesting. So I'm not entirely sure which one solved it... But it's ok now, which is all that matters for me ^_^ -
Gotcha i tried it in a scene and it did work, then it stopped for some reason. I moved on since then but maybe i should try it out again. Probably just my user error :)Do you have problem with movement or is the plugin not working for you? I had to start over in a fresh project and import this plugin before amy other plugin.
As for the sequence, I have it mostly before many plugins but after plugins like Khas Ultra Lighting, Q movement and stuff. I'm not really sure what solved my problem, I had to redownload the plugin again and I rearranged the sequence before playtesting. So I'm not entirely sure which one solved it... But it's ok now, which is all that matters for me ^_^ -
When walking around, there are small triangles that flicker at the top of the screen. Any way to fix that? Also, I'm certain this has already been asked, but is there a way to render certain tiles in 3d like in EthanFoxes video?
There must be a very specific map setup that triggers this. Can you make a demo with the error showing up? -
It's in the demo as well, in this pictureThere must be a very specific map setup that triggers this. Can you make a demo with the error showing up?