Hello! I was doing some tests with this plugin and came across some problems. I'm going for a very simple pixel art style for the characters and noticed that the pixels change sizes (when my actor gets some distance away from them? I'm not too sure). Maybe the screenshot/video clip will be more clear. Is there a way to keep the pixels uniform?
My second issue is I find that straight floor tiles like the one in the video below can be very distracting when using your plugin. It "flickers?" Is there a way to fix that?
Awesome plugin btw!
Ultra Mode 7 [RMMV & RMMZ]
● ARCHIVED · READ-ONLY
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You should probably turn off the pixelated options for both characters and tiles.
Unless you are going to run the game at a much higher resolution than native pixels, you'll have issues because using 3D messes pixel-perfect graphics when they are scaled up/down. In other words: if you ran the game at e.g. 2x or 3x the resolution, but with the same graphics, you should experience a lot less of both problems. -
Turning off the pixelated options won't work for what I want visually, but I'll give the higher resolutions a try. Thank you for the suggestions!
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Hey Bblizzard, would it be possible to update compatibility with the following plugins?
This ones basically a direct continuation of Terrax Lighting.
Community_Lighting.js (4.2)
-https://forums.rpgmakerweb.com/index.php?threads/community-lighting-mv-mz
This ones a rewritten and expandedversion of Quasi Simple Shadows.
Exhydra_BasicShadows.js <- more (and most) current than below (1.06)
-https://forums.rpgmakerweb.com/inde...ns-plugin-count-13-13th-september-2016.65327/ (1.04) -
Hello! I was doing some tests with this plugin and came across some problems. I'm going for a very simple pixel art style for the characters and noticed that the pixels change sizes (when my actor gets some distance away from them? I'm not too sure). Maybe the screenshot/video clip will be more clear. Is there a way to keep the pixels uniform?
ScreenshotHe's not looking too great...
View attachment 197273
My second issue is I find that straight floor tiles like the one in the video below can be very distracting when using your plugin. It "flickers?" Is there a way to fix that?
Awesome plugin btw!
I've been having the same issues trying to get the look I've got in my head. here's the thing, you can't scale pixel art cleanly unless you hand drew the actual scaling. Too complex without a specific algorithm that knew what "clean pixels" means. In your pic above, if it chose to keep full size pixels it wouldn't know where to put them to look good.
If you haven't gotten the look you wanted yet, basically do what Blizzard said, Go high resolution BUT keep pixilation on for both sprites and textures and then push the pixel art focus in your assets themselves. Either by scaling them way up when put into the game or by doubling up your pixels in creation. probably both. You can do this with your tiles as well. high resolution low definition.
I use 1280x640. If you double up your pixels or scale things up by 2 and keep everything sharp you'll have the pseudo look of 640x320 EXCEPT for the scaling being higher def and it should look great for what you're trying to do (I think). Setting BASE_SCALE_Z in UM7's parameters to 633 will get your doodads and sprites to match the floor tiles near perfect. (You can input 633.3 or .34 or whatever but I don't know if it makes any difference)
Lots of people get issues of blurriness or fuzziness when scaling up. Even when set to pixelate. It's an RPG Maker issue not UltraMode7's. Here's a couple plugins that can help if that happens to you:
Ultra light plugin by Unpropro:
RPG Maker MV Plugin - Sharper Rendering
Direct Link
Insanely deep windowed and fullscreen, resolution and inrepolation and more plugin by Smrndmdude
http://sumrndm.site/game-upgrade/
for some reason his description page doesn's go into detail about the plugin parameters which you can alter tons of resolution settings.
This is good too:
Plugging MV #31 Remove FullScreen Blur | Pixelated Upscaling & Anti-Aliasing for RPG Maker MV Games
OH! and if you're going to be doing a big project using UltraMode7 and Yanfly's GF Doodads then you should really check this plugin out:
Knight Editor: Visual Doodad Editing -
I'll update the compatibility as soon as I can.
Setting BASE_SCALE_Z in UM7's parameters to 633 will get your doodads and sprites to match the floor tiles near perfect. (You can input 633.3 or .34 or whatever but I don't know if it makes any difference)
You can go as far as 633.333333333334 for max precision. (JS uses double float precision values for all numbers and double floats store 15 digits of decimal data.) -
I've been having the same issues trying to get the look I've got in my head. here's the thing, you can't scale pixel art cleanly unless you hand drew the actual scaling. Too complex without a specific algorithm that knew what "clean pixels" means. In your pic above, if it chose to keep full size pixels it wouldn't know where to put them to look good.
If you haven't gotten the look you wanted yet, basically do what Blizzard said, Go high resolution BUT keep pixilation on for both sprites and textures and then push the pixel art focus in your assets themselves. Either by scaling them way up when put into the game or by doubling up your pixels in creation. probably both. You can do this with your tiles as well. high resolution low definition.
I use 1280x640. If you double up your pixels or scale things up by 2 and keep everything sharp you'll have the pseudo look of 640x320 EXCEPT for the scaling being higher def and it should look great for what you're trying to do (I think). Setting BASE_SCALE_Z in UM7's parameters to 633 will get your doodads and sprites to match the floor tiles near perfect. (You can input 633.3 or .34 or whatever but I don't know if it makes any difference)
Lots of people get issues of blurriness or fuzziness when scaling up. Even when set to pixelate. It's an RPG Maker issue not UltraMode7's. Here's a couple plugins that can help if that happens to you:
Ultra light plugin by Unpropro:
RPG Maker MV Plugin - Sharper Rendering
Direct Link
Insanely deep windowed and fullscreen, resolution and inrepolation and more plugin by Smrndmdude
http://sumrndm.site/game-upgrade/
for some reason his description page doesn's go into detail about the plugin parameters which you can alter tons of resolution settings.
This is good too:
Plugging MV #31 Remove FullScreen Blur | Pixelated Upscaling & Anti-Aliasing for RPG Maker MV Games
OH! and if you're going to be doing a big project using UltraMode7 and Yanfly's GF Doodads then you should really check this plugin out:
Knight Editor: Visual Doodad Editing
I tried Blizzard's advice and then tried again after reading your post (thank you btw!). I doubled the sprite size in aseprite and then plopped it in the game. At 550 default camera distance, I don't see much improvement. It helps a little when I make the default camera distance closer, but it enlarges everything else to a size I don't think will work for me- everything is a bit too zoomed in. Buildings especially become huge and take up too much space. Maybe I'm doing something wrong?
At 400 camera distance with doubled sprite sizes. It looks better? But problem stated above.
Blurriness isn't an issue for me when pixelation is on. I'm definitely going to give that doodad editor a try though. -
I meant increasing the render resolution while keeping the "virtual resolution" of the game the same. Not sure how to explain this. xD
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I'm sorry my one brain cell doesn't follow. Is there a way to increase that render resolution? xD;;;; That's not the screen resolution right?I meant increasing the render resolution while keeping the "virtual resolution" of the game the same. Not sure how to explain this. xD
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It's about having a bigger screen resolution while the entire game stays the same visually. xD I can't remember right now if increasing the resolution in the game keeps the game visually the same or whether there's a bunch more space that needs to be filled.
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What exactly do you mean by "buildings"?
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Whoops overcomplicated things xD; So yeah I did try sizing up the screen resolution, but for some reason not 2x or 3x like you suggested. I tried 2208x1248 this time (2x the settings I had: 1104x624). From what I've seen it definitely helps with the problems, but the game now exists in a big black void (big black border fills the screen even if you fullscreen). Sized up the resolution 3x (and other resolutions in-between) to fix that to fill up the screen more, and ended up with jiggling sprites whenever I move diagonally (can be fixed if I turn off my Altimit movement plugin). Also messes with a list of things and other plugins so I might just revert back to my original settings.
The void I was talking about ^
By "buildings," I meant building sprites. The house I drew and evented covered much of the screen. -
@ephesus Could you make me 2 demos with those 2 plugins? I was going to make a compatibility layer for Community Lighting at some point, but I realized that they changed some substantial things so it wasn't just a little bit of work that was involved. I assume something similar for Exhydra/Ossra Basic Shadows.
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@SigmaSuccour Do you think the back and forth effect you did with the Ultra Mode 7 plugin, shown in this video, could be used to create that kind of dramatic attack animations found in Darkest Dungeon? Below is an example of what I am talking about, timestamped:
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@tiabuni Seems doable, if your battle system is on-map, that is.
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Hey, quick question: Are there is a command/script I should use to change the 'speed of the camera using ultra mode 7? or that's only be possible with combine it with another camera plugin (like GALV and SRD camera plugins)?
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@TheGameAfter What exactly do you mean with "speed up"? The camera uses the default movement code and tracks the player's movement. If you mean any camera position / parameter transitions, you can specify how fast you want those to happen.
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Yep, I think I figured that out now. I was looking at the wrong things, Thank you for the response.@TheGameAfter What exactly do you mean with "speed up"? The camera uses the default movement code and tracks the player's movement. If you mean any camera position / parameter transitions, you can specify how fast you want those to happen.
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I made something with Ultra Mode 7, and wanted to share: :LZSooo:
[embedded media]
And the same scene as above, except it's under in-game generated color filter. :LZScheeze:
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Hey, Nintendo. Hire this man to make the next Pokemon game. kthxbye