Ultra Mode 7 [RMMV & RMMZ]

● ARCHIVED · READ-ONLY
Started by bblizzard 1291 posts Page 26 of 65 View original ↗
  1. Water pictures? Is that another plugin?

    Try using higher Near Z values, not lower ones. It basically controls how close stuff can get to the camera before disappearing. Using higher values means that the cutoff point is further away.
  2. Oh no no no it's not another plugin. That's just what I called the spoiler. Looks like if the player touches animated tiles, it gets messed up like that.

    Thanks for the Near Z tip. Didn't think about that yet -_-' (no sarcasm).
  3. When using the doodads plugin with UM7 has anybody got the scale function (scale X and scale y in the tweak doodad menu) to work? Or does it work and I've set it up wrong? The doodads plugin seems to work fine when I turn UM7 off but when I reactivate the scaling of the doodads is removed. Its not too big a deal as I can just make my images exact sizes, but it's a bit more faffy. I'm using the doodads compatibility plugin posted by Waterguy on page 9 of this forum...

    PS Blizzard thanks for releasing this, it's awesome.
  4. You need to turn UM7 off, then place the doodads, then turn UM7 bakc on. It still sucks tho, wouldn't use it if I were you
  5. Thanks Arend. That's what have been doing so far, placing doodads with UM7 off, just bit faffy and takes a bit more planning if all the image sizes need to be exact rather than being able to cheat a bit with the scale option. It was the grid free aspect that appealed to me with the doodads more than anything, and mainly so I can stack doodads behind eachother as a sort of fake depth to buildings.

    Am I right in thinking in your vids the pop up images are all events then rather than doodads? (I'm guessing it has to be to enable the rotation mechanic you described earlier, curious to see how that looks by the way, sounds very interesting).
  6. You're better off avoiding doodads all together. Especially if you're changing the Pitch. The scale and hitboxes get all messed up. I'm not sure anymore if doodads turn too if the YAW is changed, it's been a while ago since I tested it and threw the idea in the trashcan. I made 4-side turning a working thing with 2 buttons (supposed to be L&R on a controller) only to see that a complete "3D" space is a poopload of work and would quite litterally quadruple development time. Besides that the hitboxes and movement itself weren't right anymore (I'm using Altimit Movement).

    Yes I am using events: First I make a complete 2D map, then copy every item one by one (including doors & walls) over to another map, take a mapshot of every item seperate and "print" them as character. Then change the file names according to the mapname and put them into the character images map. Then I make events of each character with custom hitboxes (from Altimit Movement): if it needs to be placed in bulk or mass I put them on a preloader map that activates when the player goes to another map. If a map needs bulk placement I mark every needed tile with a Region number which in return tells Galv's plugin where to put the events. BUT it only does it one at a time so I made it loop 200 times before fading into the map.

    Besides that you need to put often used animations and SE into a common event that plays every time a file is loaded (also a plugin) so it won't lag on the first time, even when a PreLoader is used.

    My game runs between 50 and 64 fps (60 average) and loadtimes between maps are max. 2,5 seconds. Map can hold max. ~250 events (I think) before lagging and decreasing performance. And don't make maps too big. 50x50 max. But I'm not completely sure about that one.
  7. I still haven't implemented proper support for doodads. ._.;
  8. @seaotter Would you mind sharing how your got rotation working while flying the airship?
  9. @hiro24 YEP button common events: set a button to a common event > script call or plugin command to change the yaw, 'set' or 'animated' which can be seen in the UM7 help section.
  10. hiro24 said:
    @seaotter Would you mind sharing how your got rotation working while flying the airship?
    like Arend Galenkamp say~
  11. Ok, cool, think I got it. One more question. Maybe this is just the way it has to be, but I noticed when I'm rotated I'm not always going in the direction I'm facing. I'll take 90 degree turns while turning, and I can turn almost 45 degrees and press forward and I'm going diagonally (which is just straight on the map of course).

    I made a short video to try to demonstrate what I'm talking about. Is there a way to make movement more smooth?

  12. One of the plugin parameters let's you check or type if you want to adjust controls according to the YAW. Won't work for diagonal movement without extra coding.

    I thaught I managed to do the same as in that mode 7 plugin that wasn't finished. I'll look tommorow, today is a day off
  13. hiro24 said:
    Ok, cool, think I got it. One more question. Maybe this is just the way it has to be, but I noticed when I'm rotated I'm not always going in the direction I'm facing. I'll take 90 degree turns while turning, and I can turn almost 45 degrees and press forward and I'm going diagonally (which is just straight on the map of course).

    I made a short video to try to demonstrate what I'm talking about. Is there a way to make movement more smooth?


    Same problem at me. ^_^
  14. Implemented this Plugin then deployed to Android.

    I use http://yanfly.moe/2016/04/01/yep-88-picture-common-events/ to operate controls on Android.

    On my Ultra Mode 7 maps, there are two issues:

    (1) The menu screen cannot be accessed.

    (2) Movement defaults to touch screen.


    Touch screen movement is not breaking. It is actually better, except when you want to stop and grind in a particular spawning point.

    However, can anyone offer a good solution for accessing the Menu Screen though?


    Much obliged,

    GEA


    EDITED: notice a couple people mention the importance of the order of ULTRA on the list. Bumped it up to the top for now and my Picture Events now function properly.
  15. Grunwave said:
    (1) The menu screen cannot be accessed.
    don't know why this is happening, but I do know a way around. I use a button common event for a custom menu while I've turned the normal menu acces off. It's just made of choice selections, some script calls, conditional branches and pictures.
  16. @bblizzard So I'm close to having a proper F-Zero clone but how on earth do I let the game know that Up should always be forward or in other words the exact opposite of the YAW degree? So that moving "up" isn't a direction defined by the map anymore but by the YAW.
  17. You will likely need a separate pixel movement script for that that allows movement in 360". You can then just apply the yaw angle to the movement vector. It's similar to how one would recreate the FF6 airship controls.
  18. Okay, well the 360° movement script is Altimit Movement, but I don't have a clue on how to apply the yaw angle to the movement vector. I can't really write code yet. (What even is a vector? I've heard of vector graphics but don't know yet what it is.)

    Also, the Near Z Clop I asked about last week: making the number bigger than 10 makes events go away earlier instead of later. So the cut off distance as seen from the player character gets bigger. Using 0 is still better, but it's also bad since events still jump in front of the camera. Is it perhaps another hidden parameter I need to adjust, instead of the Near Z Clip?
    Also sometimes there are some black lines visible... I think you call them artifacts, but I'm not so sure. I'm using the latest version btw
  19. You can just use Math.cos($gameMap.ultraMode7Yaw) for the X coordinate and Math.sin($gameMap.ultraMode7Yaw) for the Y coordinate (or some other combinations of these values with + or - sign, because it's technically already rotated in space at 0°). That's your movement vector. Then just multiply those 2 values with a constant like 48/60 to apply movement speed (48/60 would be 48 pixels in 60 frames aka 1 tile per second).

    No, Near Z is the parameter to go. You can change the Far Z as well to keep some consistency, but you need to adjust those manually if you use a low pitch. This is simply a nuisance of 3D cameras, you basically have to hand-pick whatever works for your game.

    Black lines could happen for a number of reasons. When you see them the next time, take a screenshot. I might be able to figure out why they happen from the screenshot itself. Other than that, the best way to tackle this if you can find a way to consistently reproduce it so I can look into it and whether it's something that I can fix in the plugin or the scope is outside of the actual plugin.
  20. bblizzard said:
    You can just use Math.cos($gameMap.ultraMode7Yaw) for the X coordinate and Math.sin($gameMap.ultraMode7Yaw) for the Y coordinate (or some other combinations of these values with + or - sign, because it's technically already rotated in space at 0°). That's your movement vector. Then just multiply those 2 values with a constant like 48/60 to apply movement speed (48/60 would be 48 pixels in 60 frames aka 1 tile per second).

    No, Near Z is the parameter to go. You can change the Far Z as well to keep some consistency, but you need to adjust those manually if you use a low pitch. This is simply a nuisance of 3D cameras, you basically have to hand-pick whatever works for your game.

    Black lines could happen for a number of reasons. When you see them the next time, take a screenshot. I might be able to figure out why they happen from the screenshot itself. Other than that, the best way to tackle this if you can find a way to consistently reproduce it so I can look into it and whether it's something that I can fix in the plugin or the scope is outside of the actual plugin.
    BlackLine Screen I have .
    blackline.png