Ultra Mode 7 [RMMV & RMMZ]

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Started by bblizzard 1291 posts Page 20 of 65 View original ↗
  1. Marquise* said:
    @EthanFox How many folks will be inspired now, to get giant monsters attacking their map that way? XD

    ... you may have just given me an idea for chapter III. :LZSwink: Nina defends a Kaiju in court that is accused of crushing someone. Imagine it; all you can see in court his the Kaiju's enormous leg and foot.
  2. @Semolous29 I can't reproduce it. :/
    47875f6d40c1fc30b96e6757e7dde65c.jpg
    https://gyazo.com/47875f6d40c1fc30b96e6757e7dde65c

    Can you try changing UltraMode7.WEBGL_MAX_VERTICES to 65520 to see if it makes any difference? Also, make sure you're using the newest version. There is a realistic possibility your GPU driver is messing with you.
  3. I have 1.3.7. Where do I find UltraMode7.WEBGL_MAX_VERTICES?
  4. @Semolous29 Open the script in a text editor and press CTRL+F to search for it. Or you can scroll manually. It should be somewhere around line 656. Change the value, save and run the game. As for a text editor, Notepad works well enough if you don't have anything else.
  5. @bblizzard is it hard to add a reverse FAR CLIP Z function? A number for cutting of events or / and tiles "south" of the player instead of the "north" side. I have events that are taller than 48px and a pretty low camera so this happens:
    Pictures
    2019-02-01.png
    2019-02-01-1.png
    2019-02-01-2.png
  6. Arend Galenkamp said:
    @bblizzard is it hard to add a reverse FAR CLIP Z function? A number for cutting of events or / and tiles "south" of the player instead of the "north" side. I have events that are taller than 48px and a pretty low camera so this happens:
    hey your scene look cool, did you have a video of the current behavior, am curious to see the result.

    Edit: also for your issu upper , i think you should create a kind of
    view-port and culling
    https://eriksom.github.io/PixiCulling/
  7. really cool, also if you want tips, the reason why all seem `shake` it because rmmv not sync the update sprite with the update scene camera.
    I good way it to make sprites child from you camera scene update, and it will remove `shaking`.
    but this can add more complexe code to fix with rmmv.
  8. Jonforum said:
    really cool, also if you want tips, the reason why all seem `shake` it because rmmv not sync the update sprite with the update scene camera.
    I good way it to make sprites child from you camera scene update, and it will remove `shaking`.
    but this can add more complexe code to fix with rmmv.
    And I ofcourse have not a clue on how to do that :)
  9. Arend Galenkamp said:
    And I ofcourse have not a clue on how to do that :)
    yes and it can be pain work, the good way it to rewrite the core for make all sprite children of camera instead children of the scene.
    In rpg maker when you move camera, it update later each sprites position from camera, and this is not good.

    The good way it to add sprite as child of your camera, and when move camera, sprite will no need update with the camera pivot.
    i remember this bug on a 2 year old test
    You can see here all sprite shake because they are not children of the camera.


    so logically in the update, it should look like this for parenting.
    stage->camera->sprite
    but in rpgmaker core it more look like this
    stage->camera
    stage->sprite



    I'm talking about it because the lower the system, the more the phenomenon is present.
    So on a bad computer, your project will be just unplayable.
  10. Arend Galenkamp said:
    @bblizzard is it hard to add a reverse FAR CLIP Z function? A number for cutting of events or / and tiles "south" of the player instead of the "north" side. I have events that are taller than 48px and a pretty low camera so this happens:
    Pictures
    2019-02-01.png
    2019-02-01-1.png
    2019-02-01-2.png

    There is a NEAR_CLIP_Z parameter, but I didn't expose it in the plugin, because tinkering with it can really break stuff. Edit it manually in the script.
  11. bblizzard said:
    There is a NEAR_CLIP_Z parameter, but I didn't expose it in the plugin, because tinkering with it can really break stuff. Edit it manually in the script.
    Thank you my lord and savior :) I will take a look at it tomorrow...

    EDIT: Yis, put it on "0" and it works flawlessly :)
  12. EthanFox, how did you get the buildings to pop up like that?
  13. I think they're events :/
    And can someone please tell me how to make side walls, assuming anyone has tried this in interior maps... Showing only one wall ( the directly opposite one) is kind of weird, for me at least.
  14. Semolous29 said:
    EthanFox, how did you get the buildings to pop up like that?

    Those are events; like the sprite for the event is set to a building. In theory you can do it for anything (not just buildings) - you could do trees, mountains... I'm pretty happy with how it looks.

    I did at one point consider trying to make every building in the city work like that, but after some tests, I decided the aesthetic is stronger when it's just here-and-there to break up the plane.
  15. EthanFox said:
    Those are events; like the sprite for the event is set to a building. In theory you can do it for anything (not just buildings) - you could do trees, mountains... I'm pretty happy with how it looks.

    I did at one point consider trying to make every building in the city work like that, but after some tests, I decided the aesthetic is stronger when it's just here-and-there to break up the plane.
    Did you use 2 events for 1 building, or just one? Because I've tried it in my game, and I have to use 2 events for the buildings
  16. Semolous29 said:
    Did you use 2 events for 1 building, or just one? Because I've tried it in my game, and I have to use 2 events for the buildings
    Just the one. I had to create a new sprite sheet with the building sprites, that was set up for the buildings to be 48x96 instead of the usual 48x48.
  17. EthanFox said:
    Just the one. I had to create a new sprite sheet with the building sprites, that was set up for the buildings to be 48x96 instead of the usual 48x48.
    I'd like to do that for my game. Could you tell me how please?
  18. Semolous29 said:
    I'd like to do that for my game. Could you tell me how please?
    It's pretty straightforward; look at the "character images" folder in your project, which contains sprite sheets for characters, but also events like doors. You can see some of them have $ and ! in their filenames; these correspond to how the files are laid out - sorry, but I don't have the documentation next to me to state exactly what these do (you can probably find that via google pretty easily).

    MV doesn't have to have events that are 48x48; it can have different sizes. You just have to make sure your sprites are laid out correctly.

    So for example, you should have !$Gate1.png - this file is a grid that has 12 sprites; 3 across and 4 down. Also look at !Crystal.png, this has 12 across and 8 down. MV will take sprite sheets that divide into these multiples.

    Does that make sense? In truth, it's kinda hard to explain in this manner - it's much easier to learn by doing. I would recommend you experiment with editing those files (keep the originals - make copies and edit the copies) and you'll get the hang of it pretty quickly.
  19. Hyouryuu-Na said:
    I think they're events :/
    And can someone please tell me how to make side walls, assuming anyone has tried this in interior maps... Showing only one wall ( the directly opposite one) is kind of weird, for me at least.
    Side walls aren't going to be a thing until bblizzard decides it might be worth a try because it's a lot of work. I already tried to do it in different forms but it won't work. You can read a few pages back if you want.
    What is a possibility is to make all walls events and when the camera is turned 90° the other wall becomes visible while the previous one dissapears. I am working on that right now, and a report on how to easily make 2,5D 360° maps.

    And to keep the spritesheets explaination short and simple: stuff that shows only 1 thing needs an "$" in front of the name, let's call them "$Small Grids". These are 3 wide and 4 tall (3*48px and 4*48px). The "Normal Grids" size for multiple characters is 4 times as wide as "$Small Grids" but only 2 times as tall (12*48px and 8*48px). Finally there are "!$Doors" the size of a "Small Grids" but need the "!" to add 6px height. These 3x4 and 12x8 are just ratios so if you let's say take a "$Small Grids" but instead of 48px by 48px you want 48px by 96px you can just double your vertical sprite size. Here is the original threat: https://forums.rpgmakerweb.com/index.php?threads/sprite-sheet-formats-and.63612/