Ultra Mode 7 [RMMV & RMMZ]

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Started by bblizzard 1291 posts Page 22 of 65 View original ↗
  1. Setting anchor.y to 0 did the job. Now the question is, how do we change the value to 0 but only for certain events?

    Pictures
    anchor.y = 0
    2019-02-06-1.png
    anchor.y = 0
    2019-02-06.png
  2. i do it on my side.
    You need to store sprite in a parent container
    Container = > allow custom position and pivot
    and sprite child => custom anchor.
    So maybe create i kind of getter to access to the sprite anchor via the container.

    Many cool thing can be done with 2.5D and 2D sprites only , it give a kind of unique art game and game play
    giphy.gif[/QUOTE]
  3. @Arend Galenkamp I guess you could ask someone to create a small plugin that allows changing of the anchor.y value via event notes. xD
  4. Hi, @bblizzard, I was wondering something about the plugin.

    Is there a way to apply the "TILEMAP_PIXELATED" parameter through plugin command, script call, or map notebox?

    It is because I would like to apply the antialiasing for one map, but using the default pixelated effect on others, directly into the game, instead of the fixed parameter set to "true" or "false" inside the plugin for all maps.

    Thanks in advance!
  5. @Oscar92player It should be possible. Decide which will be your default and most used mode. Then make sure call one of these two lines as a script call.

    This is for turning pixelation on:
    Code:
    PIXI.tilemap.TileRenderer.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;

    This is for turning pixelation off:
    Code:
    PIXI.tilemap.TileRenderer.SCALE_MODE = PIXI.SCALE_MODES.LINEAR;

    Make sure to change it before you enter the map and change it back before you exit the map. If you have saving enabled on that map, you probably want to run the command continuously, because this change isn't saved anywhere in a save file. Also, changing it while you are on a map will probably not work, because this value is read when the tilemap is created IIRC. So it will apply the new setting the moment it is recreated (which could also happen if you just open and then close the menu). This is why you have to change this value before you enter or exit a map.
  6. bblizzard said:
    @Oscar92player It should be possible. Decide which will be your default and most used mode. Then make sure call one of these two lines as a script call.

    This is for turning pixelation on:
    Code:
    PIXI.tilemap.TileRenderer.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;

    This is for turning pixelation off:
    Code:
    PIXI.tilemap.TileRenderer.SCALE_MODE = PIXI.SCALE_MODES.LINEAR;

    Make sure to change it before you enter the map and change it back before you exit the map. If you have saving enabled on that map, you probably want to run the command continuously, because this change isn't saved anywhere in a save file. Also, changing it while you are on a map will probably not work, because this value is read when the tilemap is created IIRC. So it will apply the new setting the moment it is recreated (which could also happen if you just open and then close the menu). This is why you have to change this value before you enter or exit a map.

    Well, I've tried that, but it is not working, I'm afraid. The map has the NEAREST mode activated even if I try to put it off with your script call. I did it the same way you told me, first the script call, and then the event command to transport the character to the other map. Maybe I'm doing something wrong...

    Is not very important, just trying to make the Mode 7 more confortable for sight by adding the LINEAR mode.

    In any case, thanks for the help!
  7. Hm, maybe try it like this:
    Code:
    (function() {
        PIXI.tilemap.TileRenderer.SCALE_MODE = PIXI.SCALE_MODES.LINEAR;
    }();
    JavaScript is finicky sometimes with this stuff.
  8. @bblizzard Could you please add this link to the first post?: https://forums.rpgmakerweb.com/index.php?threads/character-anchors.105599/
    It's Shaz's Character Anchors plugin allowing for vertical "flat" Events like a bed. Only problem I came across is that the underside isn't "locked" to the ground (it moves apart from the ground) but that will probably require the full 3D script you were talking about earlier to fix that :/
  9. bblizzard said:
    Hm, maybe try it like this:
    Code:
    (function() {
        PIXI.tilemap.TileRenderer.SCALE_MODE = PIXI.SCALE_MODES.LINEAR;
    }();
    JavaScript is finicky sometimes with this stuff.

    Mmm... nope, I'm afraid this one gives me a crash and an error report from the game:
    upload_2019-2-15_0-51-12.png
  10. Oscar92player said:
    Well, I've tried that, but it is not working, I'm afraid. The map has the NEAREST mode activated even if I try to put it off with your script call. I did it the same way you told me, first the script call, and then the event command to transport the character to the other map. Maybe I'm doing something wrong...

    Is not very important, just trying to make the Mode 7 more confortable for sight by adding the LINEAR mode.

    In any case, thanks for the help!

    http://pixijs.download/dev/docs/PIXI.settings.html
    The renderer scale mode need to set from PIXI.setting, before create the renderer.
    If i remember rmmv not use pixi app, but the renderer are created in the global var GRAFIC.
    Try search in GRAFIC.renderer....

    butt.. by default it alrealy LINEAR !
  11. Jonforum said:
    http://pixijs.download/dev/docs/PIXI.settings.html
    The renderer scale mode need to set from PIXI.setting, before create the renderer.
    If i remember rmmv not use pixi app, but the renderer are created in the global var GRAFIC.
    Try search in GRAFIC.renderer....

    butt.. by default it alrealy LINEAR !

    Let's say I'm not kind of a programmer, and I don't know which commands I need to use in order to change the MODE of PIXI... :rswt

    Sorry, but I need some guidance here because my knowledge about programming is very VERY limited if it is not set to be customized on the plugin parameters inside RPG Maker MV...
  12. Is it possible to check for the Pitch value in a conditional branch? I want to change the Pitch but I have different angles on different maps (64 and 45) and I want to change both back and forth to 10 with the press of a button. I use button common events and have the pitch degree normally set to 64 and only to 45 when it's needed (set via the map properties).

    And that being said, it also needs to stay at 10 degrees when a map is changed and then know when to go back to 64 or 45. If a conditional branch could somehow read the value from the map property and turn a switch off when it only says <UltraMode7> it would be a piece of cake.

    Edit: Nvm figured it out already:
    Code:
    if ('UltraMode7Pitch45' in $dataMap.meta){
    $gameVariables.setValue(146, 45);
    };
    1. This piece of code in a parralel common event.
    2. Another common event which is connected to button common events has a conditional branch: if variable 146 has value 45 then Script:UM7.animatePitch(45,30)
    3. Put <UltraMode7Pitch45> in the map's notes.

    2nd Edit:
  13. @Oscar92player Sorry, my bad. xD Should be this:
    Code:
    (function() {
       PIXI.tilemap.TileRenderer.SCALE_MODE = PIXI.SCALE_MODES.LINEAR;
    })();

    @Arend Galenkamp Added the link. The change of anchoring also moves the point that's bound to the map. The top should actually move in alignment with the map if you set anchor.y to 0.
  14. This a plugin for rpgmaker??
    Jonforum said:
    i do it on my side.
    You need to store sprite in a parent container
    Container = > allow custom position and pivot
    and sprite child => custom anchor.
    So maybe create i kind of getter to access to the sprite anchor via the container.

    Many cool thing can be done with 2.5D and 2D sprites only , it give a kind of unique art game and game play
    giphy.gif
    [/QUOTE]
  15. bblizzard said:
    @Oscar92player Sorry, my bad. xD Should be this:
    Code:
    (function() {
       PIXI.tilemap.TileRenderer.SCALE_MODE = PIXI.SCALE_MODES.LINEAR;
    })();

    @Arend Galenkamp Added the link. The change of anchoring also moves the point that's bound to the map. The top should actually move in alignment with the map if you set anchor.y to 0.

    Well, the crash and the error report disappears, but the LINEAR mode it's still not working.
  16. That's so weird, it makes no sense. o_O

    EDIT: The TileRenderer is a singleton instance and doesn't recreate the textures afterwards so the change isn't applied through the script call. I'll add a script call that you can use to change it during runtime.

    EDIT: 1.3.8 is up.
  17. bblizzard said:
    That's so weird, it makes no sense. o_O

    EDIT: The TileRenderer is a singleton instance and doesn't recreate the textures afterwards so the change isn't applied through the script call. I'll add a script call that you can use to change it during runtime.

    EDIT: 1.3.8 is up.

    Thanks! Now it's working correctly!
  18. BUG REPORT

    At html5 server....

    01. Microsoft Edge is ok
    02. FireFox is ok
    03. Chrome error

    2019/03/04 update
  19. @seaotter IDK, I can't reproduce it. Works just fine on all 3 browsers on my end. :/