Oh this may be a really dumb question, but is it possible to set the players' character closer to the camera without zooming in? The effect is there when the camera is moved up 4 tiles but directly goes back to the middle when the player moves. And it needs to stay at that 4 tile distance, like F-Zero's camera
Ultra Mode 7 [RMMV & RMMZ]
● ARCHIVED · READ-ONLY
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Not exactly sure what you mean. Except if you want to mess with the Z distance of the camera.
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How do we go from this: https://1drv.ms/u/s!AsqbW0RDykVgi5c3ke4RryonKocoUw
To this: https://1drv.ms/u/s!AsqbW0RDykVgi5c5e5wKvnwWDRwlog
I'm having the idea it's really easy but it just flies over my head. -
More than 600 messages here, so this question may have been asked - but I am looking to make a spaceship travel in a 3D space, meaning that I need for it to be able to go more than just forward, backwards, side to side, etc., but elevate and lower and to have some objects / events existing higher and some existing lower.
Is that possible with this plugin? -
A 3D space, yes. 3D models, no. Elevating and lowering is possible with some extra code (don't ask me tho, not a clue). Events will always be from the ground up and working in depth (a house that's multiple tiles "deep" for example) isn't possibleMore than 600 messages here, so this question may have been asked - but I am looking to make a spaceship travel in a 3D space, meaning that I need for it to be able to go more than just forward, backwards, side to side, etc., but elevate and lower and to have some objects / events existing higher and some existing lower.
Is that possible with this plugin? -
Didn't somebody have that small anchor.y plugin that offsets events?
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I KNEW IT. I knew it was something simple. I even was the one that asked for that plugin to be made xdDidn't somebody have that small anchor.y plugin that offsets events?
And you know what, it solved the stuttering problem too. And it gives the illusion and ability for the player to "jump".
(@JayIsrael this was that extra code for elevating and lowering I was talking about) -
Cool - where do I find this anchor.y plugin?
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https://forums.rpgmakerweb.com/index.php?threads/character-anchors.105599/Cool - where do I find this anchor.y plugin?
Here, but if you kindoff want to use it properly you'll also need to use galv event spawner, but they aren't compatible yet -
Thank you! I hope this does what I hope it will :D
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Hey, just to check: would it be possible to use the plugin to skewer a hand-drawn parallax background instead of having it stay static in the background?
Wanted to implement a sepia-colored hand-drawn map that uses mode7 with event-based elements opening up over it.
Is there a way to pull that off?
Thank you for your time. -
Not in a simple way, no. It's basically the same reason why flat events can't be done. I explained it a few times in detail why it's not possible (it would require an in-depth rewrite of how all sprites are rendered). If you want, you can look through some of the later pages in this topic if you are interested in the details.
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Was afraid of that, but it's fine. Thanks a bunch for clarifying.
Time to splice up the map into a tileset and make it work somehow!
Puno pozdrava -
I kind of do that already. If you have buildings that you want on the map where you have this enabled copy them to a 3x4 sprite sheet, then save the compiled sprite sheet to your characters subpath and assign the buildings to event definitions. I can link samples that I compiled from the RTP materials.
As for the sepia tones it may be possible using the built-in screen tint (or the version in the PIXI filters plugin if the default provision method is not enough.) Otherwise you're basically SOL. -
the image this is talking about was removed apparently... does this mean this plugin doesn't work with Terrax anymore, or it was a special case?@Arend Galenkamp I took a look at it and it can't be done. :/ Terrax Lighting works by creating a single bitmap on the entire screen for tiles as far as I can tell. And since flattening anything other than the tilemap isn't supported in UM7, it can't work. :/
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Special case, Terrax works fine. I wanted to use RegionID based lighting but found a way around it.the image this is talking about was removed apparently... does this mean this plugin doesn't work with Terrax anymore, or it was a special case?
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ah, I see, thanks for explaining.
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A few notes on the NWJS question from earlier requests: I'm using version 39 which I patched over to develop a plugin to add some unrelated functionality and Ultra Mode 7 still works for me like it's nothing that's quite as severely noticeable. Your experience may be different of course, but so far I'm not having any problems at all with my test work. So basically this means that anything that may be causing such a problem may be due to MV going into fallback (read: canvassing) which for technical reasons will irrevocably disable the Mode 7 visual effects.
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Maybe I'm being a bit dense here but is it possible to change the Z-value of the player (and maybe events) with the camera following the player?
*to achieve the same effect as KMS with his/her mode7 demo a few years back. The one with the airship. -
You mean Character Anchors but for the player? Or did you want something more specific?