Ultra Mode 7 [RMMV & RMMZ]

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Started by bblizzard 1291 posts Page 41 of 65 View original ↗
  1. I don't think one-app that will happen. Desktop and mobile OSes are far too different in architecture. Sure, they both might be Unix-based (macOS was more Darwin and iOS more on Free BSD IIRC), but that's the same as saying that Windows 95 apps should be compatible with Windows 10 out of the box. That and the fact that macOS runs on Intel's x86_64 CPUs while iOS devices run on ARM CPUs. That means that apps are fundamentally incompatible in their binary form.

    Why would code signing be an issue? It can be done easily. Xcode basically does it automatically now (and this time in Xcode 11 it actually does work automatically). So I'm not sure what you are trying to say about code signing. I mean it's literally just one simple operation that's done at the very end after the IPA file has been created and all resource and binaries have been packaged. Have you actually worked with Xcode and iOS?

    I'm really not sure what you are talking about with no iPhone and no iPad. You can deploy MV games right now on iOS. It's literally in the manual of MV. You already own a Mac, right? As far as budget goes, you just have to pay $99 annually for Apple's developer program membership and that's it. So I'm not sure what kind of budget constraints you are talking about. It seems to me that the only reason why you don't want your game on iOS now is because of some misguided sense of pride, anger and victim mentality. I mean you can do as you please, but you shouldn't make unverified claims about Apple's future business strategy. There are no reports or official statements of iOS being affected in any way by the decision to remove OpenGL from macOS. And I haven't heard or read anything about a one-app approach either. As much as Apple likes to drop support for their older tech, they usually do so with announcements that are done well in advance. If you fear that these scenarios as actual possibilities and don't want to go on iOS, fine, that's your choice. But you shouldn't spread misinformation.
  2. bblizzard said:
    I don't think one-app that will happen. Desktop and mobile OSes are far too different in architecture. Sure, they both might be Unix-based (macOS was more Darwin and iOS more on Free BSD IIRC), but that's the same as saying that Windows 95 apps should be compatible with Windows 10 out of the box. That and the fact that macOS runs on Intel's x86_64 CPUs while iOS devices run on ARM CPUs. That means that apps are fundamentally incompatible in their binary form.

    Why would code signing be an issue? It can be done easily. Xcode basically does it automatically now (and this time in Xcode 11 it actually does work automatically). So I'm not sure what you are trying to say about code signing. I mean it's literally just one simple operation that's done at the very end after the IPA file has been created and all resource and binaries have been packaged. Have you actually worked with Xcode and iOS?

    I'm really not sure what you are talking about with no iPhone and no iPad. You can deploy MV games right now on iOS. It's literally in the manual of MV. You already own a Mac, right? As far as budget goes, you just have to pay $99 annually for Apple's developer program membership and that's it. So I'm not sure what kind of budget constraints you are talking about. It seems to me that the only reason why you don't want your game on iOS now is because of some misguided sense of pride, anger and victim mentality. I mean you can do as you please, but you shouldn't make unverified claims about Apple's future business strategy. There are no reports or official statements of iOS being affected in any way by the decision to remove OpenGL from macOS. And I haven't heard or read anything about a one-app approach either. As much as Apple likes to drop support for their older tech, they usually do so with announcements that are done well in advance. If you fear that these scenarios as actual possibilities and don't want to go on iOS, fine, that's your choice. But you shouldn't spread misinformation.

    At least that clears things up a bit. Obviously not my intent to misinform either, but it's just that so many things happen with Apple that affect us as game creators which is the biggest problem here. It's basically one thing after another if you're dealing with an Apple device which is the whole point of the matter, and the biggest part of what made me question the whole deal in the first place.

    And yes, I have already toyed around with xCode to get to know what I'm working with. How I'll get that to work with MV code is one thing now that I have to partially build the package on Windows and xCode the rest (dumbass Catalina builders!) and obviously I'm still working on figuring out what works on each system (and unfortunately this plugin is not one of them) so it's still a process that has had the unfortunate side-effect of forcing me away from even considering Apple versions in the first place at this point in time.
  3. That may be, but once you figure it out, you have a permanent setup and solution. For any future game you make you will know what you need to do to deploy it on iOS.

    The deal is worth it since you only need to sell enough copies of your game to cover the annual $99 expenses. Everything beyond that is pure profit at technically zero operational costs. This is one of the huge advantages of software: You don't have to pay any operational or production costs. You can make and sell infinite copies if there is demand for it without having to pay anything.

    Oh I know how frustrating it can be to deal with Apple's tech. -_- But the reality of the situation is that each platform has its own caveats. Oh, how many times have I cursed the names Apple, Google, Microsoft, Facebook, etc. ಠ_ಠ Since I'm primarily a Windows user, I probably cursed MS's name more than the others. But then again when I think about how much time, the hundreds and thousands of hours I have spent working on Android and iOS, maybe things even out somewhere. I any case my opinion is that they are all the same, just with different flaws. -_-
  4. At any rate, I have just finished the interface material in Xcode, however I am still analyzing the method by which I would attach events to mechanisms (e.g. mapping Preferences to scene.options, New game session to create a new game window etc.

    I'm also considering the possibility of using the Xamarin intermediary (with the macOS Visual Studio editor) as an alternative seeing that I am more familiar with programming these kinds of interfaces on Windows to begin with. So basically speaking, this may take awhile.

    EDIT: At any rate, I think we said enough about the matter so I am going to get back to work on checking to see what else works or not before we get too far away from the more general discussion about the plugin itself. (That and I'm probably on the verge of an outright hijack job, which for obvious reasons is not my intention in this matter.)
  5. This effect is really cool, the "negative version" (for gaps) of it would be useful too.

    Oh by the way good news, one of your latest update (maybe Doodadds compatibility) fixed coordinate issues with MOG plugins as well.
    And the new function to add “map boundaries” is great, it will save space.


    ^ Trying some new stuff ^

    @BreakerZero I understand your concerns, right now things look uncertain with mac os, but here's something interesting:

    https://en.wikipedia.org/wiki/ANGLE_(software)

    Even on Windows, WebGL is actually "converted" to DirectX (and Vulkan seems possible too?) in order to be usable, so what we'll need is a future version of NWJS to work with Metal.

    Something that is "in progress" according to that page so maybe the programmer of NW will be able to take advantage of it.

    Let’s keep in mind NWJS is only in version 0.42.5 (yes ZERO, seems pretty “beta” to me) and improving over time.
    Unless I'm misunderstanding those technical stuff, it seems to be a matter of time for things to improve on that matter. Keep calm and carry on.
  6. Yeah, maybe I should use a "negative" version for beaches and seas. But this is for my own variant of the plugin only obviously. xD
  7. bblizzard said:
    Yeah, maybe I should use a "negative" version for beaches and seas. But this is for my own variant of the plugin only obviously. xD

    If it works well, perhaps you may possibly consider doing something similar for the rest of us? That looks like it came out too good not to accommodate for if the demand builds up for it.
  8. I did it with a custom setup of terrain tags. It won't really work as easily in the general plugin. Also, I want to keep some custom features to myself. :p
    Here's a test with a 32 pixel elevation and lowering: https://gyazo.com/92ade0721a968183ade74be3cf1d2c5e
    Unfortunately artifacts start appearing above 8 pixels on certain pitch values. I'll try 12 these days to see if I can push it that far, but the effect in the game will likely have to stay subtle.
  9. Hi everyone! I'm using Creative Ed's Isometric Solution (https://forums.rpgmakerweb.com/index.php?threads/creative-eds-isometric-solution-alpha-0-2.98725/) for creating a fixed isometric view and I was wondering if I can use a parallax that actually moves with the ultra mode 7 camera.

    So the thing is, when I move the background goes everywhere, like crazy, but not following the actual move of the camera. Is there any way to do what I want? Using a fixed image that have the same proportions as the 45º rotated map, and moves the same way the camera in ultra mode 7 does?

    Ok, let me put in in images so is more easy to understand.

    This is the map in the editor:
    Image
    d4f4306f43df68c864c22a719d56745bd6897602.png

    This is how it looks on the game:
    Image
    79d49b65bced115c024514d1145cff290bfbbe8e.png


    And this is the image I wann use (is an example), with walls and everything, and then using it as parallax:
    Image
    0aa20d8f1bfcee1c4c626d06929753a62a1d820b.png

    The thing is, I can't use a static image because is a big map, I want to create big maps. And if I just use the Ed solution, the image gets deformed when turning 45 degrees (what is normal), and since my project already uses a low resolution (640x480, for a retro PC aesthetic), it gets very odd.

    I see a lot of overlay parallax plugins, but I can't find one where I can control the background parallax.

    The other alternative will be use VE diagonal movement, but then it won't be a real isometric (because there will be also up/down/rigth/left movement).

    Even if I can't find a solution, thanks for stoping by and read my issue ^^

    Gretting from Spain.
  10. This isn't really possible in UM7 without some tricky additions in the code as the camera coordinates looking at the map don't work in the same way as the parallax works. The camera in 3D not only has 3D coordinates, but also special coordinates that determine where it is pointed at while a parallax only has X and Y coordinates relative to the screen.

    But what you can do is turning your parallax into a tileset that is skewed by 45° and use those tiles instead. Something like this:

    Spoiler
    map.png

    I actually think Creative Ed does the same thing. If it's moving exactly like the map, then just using a tileset is your best shot.
  11. bblizzard said:
    But what you can do is turning your parallax into a tileset that is skewed by 45° and use those tiles instead. Something like this:

    Spoiler
    View attachment 129259

    I actually think Creative Ed does the same thing. If it's moving exactly like the map, then just using a tileset is your best shot.

    I tried that but since the resolution is low, it show some weird effect. So yeah, don't worry, I'll try octogonal movements instead.

    Anyway, very cool plugin, and thanks for the answer ^^
  12. Ok, I have another question. Imagine that the only thing I want is see the tileset with half the heigth. So tiles, that are 48x48, will show in game as 48x24. For that I just need to set DEFAULT_PTICH to 60, rigth?

    But then I want to keep the ratio of everthing, so, for example, If I have a map of 20x20 tiles, I will use a parallax map of the equivalent to 20x10 tiles, and that just move 1:1 as the characther. Which parameters I need to set up?

    I hope that's make sense and anyone can understand me... thank you.
  13. sin(30°) is 0.5, yes (pitch is the offset from top so a pitch of 60° should result in an angle of 30°). So that part should be correct. However, character movement is also affected in this case. So characters will visually move vertically half as fast as horizontally. Is that what you are trying to do? Or do you want movement to not be affected? Maybe a picture would help. xD These things are sometimes hard to explain / visualize properly.
    Just make sure to use ortho-projection (FOV of 0°).
  14. So idk if this has been asked but...

    I'm wondering if there is potential to use this with Yanfly's Doodad's plugin to make the Doodads 'stand' upright from the map's perspective.

    Since you don't account for the layers like Mode7 plugins did in older RPG makers, what if you could use this plugin to flatten the map more, and then anchor the item placed through the doodads menu and it stands up, creating a more 3D look?

    Or am I insane and that's already possible? lol
  15. Zakarijah said:
    Or am I insane and that's already possible? lol
    Support for Yanfly's Grid-Free Doodads was added a long while back. It always pays to read through the first post to see the updates/changes made. :)
    v1.4.1

    • added compatibility with Yanfly's Gridfree Doodads
    • added compatibility with MOG's Character Motion

    Make sure that you have Yanfly's Grid-Free Doodads plugin set before BBlizzard's Ultra Mode 7 plugin (otherwise your doodads won't zoom/move correctly on the map).
  16. Espilonarge said:
    Support for Yanfly's Grid-Free Doodads was added a long while back. It always pays to read through the first post to see the updates/changes made. :)

    #screaminginternally
    I must have missed it or skimmed too quickly but OMG... the possibilities :D

    Espilonarge said:
    Make sure that you have Yanfly's Grid-Free Doodads plugin set before BBlizzard's Ultra Mode 7 plugin (otherwise your doodads won't zoom/move correctly on the map).

    Thanks for the tip!!
  17. I wish you could set the height of B/C/D/E tiles using regions or terrain tags or something. it would be quite helpful.
  18. Hi, I really like your job.
    I want to make a game with orthogonal maps with your Ultra Mode 7.
    However, it seems that the direction of this script is wrong. Is this a bug?
    [embedded media]
  19. huanggaole said:
    Hi, I really like your job.
    I want to make a game with orthogonal maps with your Ultra Mode 7.
    However, it seems that the direction of this script is wrong. Is this a bug?
    [embedded media]

    Hi, I think I have fixed the rendering problem by setting the @param CHARACTERS_ADJUST_SPRITE_DIRECTION false and the @param PLAYER_ADJUST_MOVE_DIRECTION false.
    However, the problem of tapping makes roles walk the wrong way is still unsolved.