Ultra Mode 7 [RMMV & RMMZ]

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Started by bblizzard 1291 posts Page 40 of 65 View original ↗
  1. Hello, yes I do have the demo. I'll link it as soon as I get home. 1 thing though: I'm on vacation right now (first one in 3 years) and for the upcoming weeks I don't have acces to my PC at home, where the demo is.

    Besides that Shaz made a Character Anchor plugin, which you can find on the first page of this thread.

    Besides besides that, there is the hitbox problem. They turn around at the same angle as the camera. So if the camera is at 180 degrees everything is mirrored. Free flight to travel across a map without precise hitboxes shouldn't be a problem though.
  2. You can actually disable that with CHARACTERS_ADJUST_SPRITE_DIRECTION. But now that I think about it, it probably makes sense so that this can be turned on/off on the fly... >_> Same with PLAYER_ADJUST_MOVE_DIRECTION (though this option only ever adjusts to 4 directions, not full 360°).
  3. @bblizzard Sorry for asking so many times. But is there no way to zoom in while fov is 0? I sort of like the way the map looks when the fov is zero. But I can't seem to take the camera closer to the player.
  4. There is no such thing as zoom from a logical stand-point when using ortho-projection. Because moving the camera "closer" has no effect on how big the characters appear on the screen with ortho-projection. I'm not sure if a normal zoom plugin would work, but if you want to map a different resolution to the screen, you can edit the call "this._ultraMode7ProjectionMatrix.setOrthoProjection" within the "Game_Map.prototype.refreshUltraMode7View" method. Keep in mind that this will likely cause artifacts, because of resolution mismatch.
  5. @Hyouryuu-Na maybe you can move the camera upwards and set it stuck with an event or use Shaz's Anchor plugin and Altimit to change the players' hitbox.
  6. Chef said:
    @Hyouryuu-Na maybe you can move the camera upwards and set it stuck with an event or use Shaz's Anchor plugin and Altimit to change the players' hitbox.
    :0 I can stick the camera to an event? How do I do that? I didn't have much time to play around eith mode7. Been busy with my current project for so long...
  7. @Hyouryuu-Na yes that is possible with a plugin (which I don't know the name of ofcourse but I do know it exists) but that's not what I meant. Via an event you can move the camera in a certain x and y position, but it's only really useful for specific situations and cutscenes since it doesn't lock in that position.
  8. Guess what I'm on my way home RN.
    Shouldn't take _that_ long anymore before uploading the alteret Altimit Movement script.
  9. Thanks! How do I use this plugin tho? @Chef
  10. @Hyouryuu-Na put it above ultra mode 7 but under terrax lighting and quasi simple shadows, and turn it on. That's all.
  11. PROVISIONALLY REDACTED. THE EDIT ORIGINALLY POSTED HERE DOES WHAT IT WAS MEANT TO DO, HOWEVER IT IS NOT 100% GUARANTEED FOR SIMILAR SITUATIONS. FOR THIS AND OTHER REASONS, THE CONTENTS OF THIS POST AND ANY LINKED MATERIAL HAVE BEEN PULLED BACK TO ACCOMMODATE THE RESPECTIVE LIMITATIONS.
  12. I'm not sure if I understood this, but does this mean that nwjs crashed on Mac regardless of just canvas being used? Because that means that MV games don't run on Mac anymore. And in this topic I can see the same thing being mentioned: https://forums.rpgmakerweb.com/inde...catalina-update-compatibility-with-mv.114096/
    There's no need to mention Mac not being supported in the plugin if MV games don't work on Mac anymore.
  13. PROVISIONALLY REDACTED
  14. What on earth is going on here?
  15. Provisional edits that didn't quite go to plan. Otherwise there's nothing to see here.
  16. It is clearly annoying. Why not some addendums?

    ADDENDUM
    I meant get notification on an interesting topic post that is all caps and is supposed to say absolutely nothing and then makes me wonder if I am an idiot not understanding what it was all about... twice~! :)
  17. Marquise* said:
    It is clearly annoying. Why not some addendums?

    ADDENDUM
    I meant get notification on an interesting topic post that is all caps and is supposed to say absolutely nothing and then makes me wonder if I am an idiot not understanding what it was all about... twice~! :)

    Well sometimes things don't work out quite as you expected, however the point in this was that this plugin is one of several which is no longer compatible on macOS (even when using x64 nwjs to accommodate Catalina systems) and which has affected viable support simply by Apple being Apple and settling on however many ecosystem-protection decisions are required to make things worse for the rest of us. The ALL CAPS was simply for emphasizing that I pulled the originally-posted material to avoid further confusion on the subject.

    With that said, I am still taking inventory on which visual tricks still work and where (as it's still possible that I may be doing an iPad release at the bare minimum for Apple support) so this may not be the last word I have on the matter.

    EDIT: I should probably note at this point that it's still possible for a browser deployment (which is also an option for MV) to be used on macOS without regard for the limitations, and it's the same deal with basically anything that's built off an nwjs core (and that's not just with MV but also Cordova to name an example).
  18. iPad and iPhone should also still work just fine. Apple only removed OpenGL support on macOS, not on iOS.

    I definitely suggest you do release your game on iOS. It's a big market and it would be a waste not to have your game there. I dislike Apple's business practices as much as anybody, but not being on iOS doesn't really do anything for you. You'd just be missing out. xD
  19. bblizzard said:
    iPad and iPhone should also still work just fine. Apple only removed OpenGL support on macOS, not on iOS.

    I definitely suggest you do release your game on iOS. It's a big market and it would be a waste not to have your game there. I dislike Apple's business practices as much as anybody, but not being on iOS doesn't really do anything for you. You'd just be missing out. xD

    That is definitely one possibility, but of course there's a catch to this. Considering that Apple rolled something out that in Catalina and later may allow for a one-app deal across both (or correct me otherwise) it's still possible that I would have to account for potential either/or conditions (which means that I may still end up restricting my use of the plugin to Linux, Windows, Xbox, Android and basically anything else that's not affected by the situation). With that said, I was going to drop Apple devices completely over this (and the one-app possibility is one such reason unless I can still explicitly mark this for iPad/iPhone exclusivity which from knowing how Apple works isn't exactly a guaranteed prospect). And then you have a mandatory code-signing requirement (notarized approval in Apple jargon) which may cost however many hundreds....

    Fuggedabodit. Who am I kidding with on the limitations of an indie developer's budget? I'm sorry to break the news, but there's no iPad, no iPhone and definitely no Mac with this. With the way that Apple is going these days, I simply don't have any reasonable choice but to take the risk of not having that kind of exposure.

    EDIT: You can still correct me if I'm wrong in terms of my statements and observations, but the fact of the matter is that Apple's product design strategy is one that simply keeps moving the goal post further and further away from what most indie developers can handle (and with however many unknown costs in both cash and feasible design provisions). So basically speaking, my Apple targeting plan is over and it's my final decision not to proceed (and especially after the embarrassment I've incurred just from continuing with the discussion of the matter). Obviously my ideal position on this is not to make such haste with decisions, but with all things considered and the fact that you have such an ever-present fear that Apple will ultimately do such treason across everything it puts out that you can't have for any other company in the business means that it's just not worth it as far as I'm concerned.