Ultra Mode 7 [RMMV & RMMZ]

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Started by bblizzard 1291 posts Page 52 of 65 View original ↗
  1. SigmaSuccour said:
    I made something with Ultra Mode 7, and wanted to share: :LZSooo:
    Hey, I'm gonna have to post some of my projects progress and use of UM7 for some friendly competition! I love your character change feature! I've got a couple tricks I want to share, maybe we can trade a few!

    Question: what do you record with? I'm a little overwhelmed with the options as I've never really done much video capturing.

    Also what lighting plugin do you find to be most compatible with UM7? I haven't locked down on one yet. Community lighting is what I'm using now but it's not fully compatible. (My fault as I'm supposed to give Blizzard some info on it by my own request. I'll probably do that today actually since I've already got a couple questions for him otherwise.)
  2. Hey, I'm gonna have to post some of my projects progress and use of UM7 for some friendly competition!
    Ohhh, sounds exciting. :LZSooo:
    I mean... Bring. It. On! :LZSevil:


    what do you record with?
    Bandicam.


    Also what lighting plugin do you find to be most compatible with UM7?
    I have not tested any with UM7. My main lighting plugin is MPP_Maplight.js, and if I ever use a lighting plugin with UM7, it's going to MPP_Maplight.js (It's not fully compatible, but some features work.)

    If I have to suggest any plugin for lighting, I'd say Yanfly's doodads.
    All the lighting effects you see in my scene, were done through Yanfly's doodads plugin.
    Basically, take any graphic/image, and while placing it with doodads, change its blend to additive/multiple/screen. And it becomes a lighting effect.
    You can use it to darken or lit up areas.
  3. I seriously love this plugin!!

  4. Has anyone here managed to get this to work in tandem with GALV's map projectiles?

    And if not, do you have any idea why it doesn't work properly?

    I've been able to use it with the projectiles, i.e. they appear onscreen - but they don't scale etc., like their position onscreen seems 2D despite the mode7 scaling.
  5. @EthanFox I'll likely have to make a compatibility layer for it to work. Do you think you can put together a demo that demonstrates all the issues? It makes it much easier for me to make it compatible when I have all the issues presented to me like that.
  6. bblizzard said:
    @EthanFox I'll likely have to make a compatibility layer for it to work. Do you think you can put together a demo that demonstrates all the issues? It makes it much easier for me to make it compatible when I have all the issues presented to me like that.
    Yeah, I can do that. I'll PM you.
  7. Holy cow. In this period we are thinking about totally switching to something that can use 2.5D.
    I will tinker with this for sure! :kaopride:
    -ELE, Ludi Tarantula Team
  8. @bblizzard does this plugin work on mz as it is or does it need to be ported?
  9. I still haven't ported it to MZ.
  10. Im not able to find any info on it so ill just post a message. I was wondering if its possible to use the Mode 7's features without rendering any extra Parallax space? I dont use parallaxes in my game and the plugin just adds a bunch of empty black space that I cant find out how to get rid of. Thanks!
  11. InaMorAta said:
    Im not able to find any info on it so ill just post a message. I was wondering if its possible to use the Mode 7's features without rendering any extra Parallax space? I dont use parallaxes in my game and the plugin just adds a bunch of empty black space that I cant find out how to get rid of. Thanks!

    It really depends on how you use the plugin. If you have the camera setup in such a way that you can see beyond the 3D map, you will have black space. Alternatively, let's say you set it up similarly to the NDS pokemon games (e.g. Diamond/Pearl). You'd still have a 3D effect, but the map always covers the entire screen so there is no parallax visible at any time and thus no black screen.
  12. If it wasn't for UltraMode7, this battle system wouldn't work. ;_;



    And so thank you Blizzard! For this awesome plugin. :LZSooo:
  13. Hey Blizz, it seems that somehow since you've added rotation, it broke rotated doodads appearing rotated.

    Using either ZephAM_YEPDoodadExt.js or KNT_Editor.js to rotate a doodad will not adhere unless UM7 is turned off. This used to work fine and am near positive it was when UM7 was updated to include the rotation parameter (at my request actually, thanks!). Even when manually inputted into doodads.json it will not show rotation in game. As such, when inputting rotation through the plugins, the json file does still show the change, it's, again, just not reflected in game.

    ALSO, the option for Fade-Z to appear on sprites and doodads. How it's so processor heavy and all that. Are there any workarounds for this that maybe haven't been thought of yet? I'm sure you've probably already thought of this but like how bitmap color tinting VS hue shifting (or something like that) is like night and day on memory usage. Or maybe using steps instead of dynamically changing the tinting ? Or maybe not using color at all but just going darker and lighter to just match the Z-fade's brightness?

    Last quick one: I noticed when using KNT_editor with UM7, in the doodads.json file that x and y coordinates and anchor position, rotation, etc. will generally use a gazillion decimal places. Such as 23.0147385826803460 instead of 23 or 10.00000000000021 instead of 10. Is this all the same to the engine or does this eventually cause and lag when maybe using hundreds or thousands of doodads?

    THANKS Boss!
  14. ephesus said:
    Hey Blizz, it seems that somehow since you've added rotation, it broke rotated doodads appearing rotated.

    Using either ZephAM_YEPDoodadExt.js or KNT_Editor.js to rotate a doodad will not adhere unless UM7 is turned off. This used to work fine and am near positive it was when UM7 was updated to include the rotation parameter (at my request actually, thanks!). Even when manually inputted into doodads.json it will not show rotation in game. As such, when inputting rotation through the plugins, the json file does still show the change, it's, again, just not reflected in game.

    Hm, I remember changing something in that plugin because it could cause issues with that rotation. So I just probably messed up since I had to do it blindly. If you can make a demo, I can take a look at it.

    ephesus said:
    ALSO, the option for Fade-Z to appear on sprites and doodads. How it's so processor heavy and all that. Are there any workarounds for this that maybe haven't been thought of yet? I'm sure you've probably already thought of this but like how bitmap color tinting VS hue shifting (or something like that) is like night and day on memory usage. Or maybe using steps instead of dynamically changing the tinting ? Or maybe not using color at all but just going darker and lighter to just match the Z-fade's brightness?

    I can't remember what the issue was right now. It was something with the internal optimizations in the engine, right? I'd have to take another look to see if I could come up with something.

    ephesus said:
    Last quick one: I noticed when using KNT_editor with UM7, in the doodads.json file that x and y coordinates and anchor position, rotation, etc. will generally use a gazillion decimal places. Such as 23.0147385826803460 instead of 23 or 10.00000000000021 instead of 10. Is this all the same to the engine or does this eventually cause and lag when maybe using hundreds or thousands of doodads?

    All numbers in JavaScript are actually so-called double-precision floating point numbers. It seems that your setup simply generated some slight offsets. But no worries. It's indeed all the same to the engine as integers since while loading, JavaScript turns them all into double anyway.
  15. bblizzard said:
    I still haven't ported it to MZ.
    No meaning to bother you but I have to ask: will you port it?

    As I said, it's hard hype, sorry :aswt:
  16. Siul said:
    No meaning to bother you but I have to ask: will you port it?

    As I said, it's hard hype, sorry :aswt:
    Haha, no worries.

    Well, I might port it if there is enough interest. So far I've mostly only seen a few people ask.
  17. What? No no no I'm so *** interested in having this one in MZ!! I just never asked because others already did here. If you have eg Ko-fi I will even donate for your hard work :)
  18. bblizzard said:
    Haha, no worries.

    Well, I might port it if there is enough interest. So far I've mostly only seen a few people ask.

    Well, I mean... your Mode-7 plugin is actually one of the bests I've found for MV so far, simple to setup and use (though I'm not using it right now because of an own project issue with the graphical preload).

    I personally would like to see it ported to MZ if you feel like it is worth doing it, specially now that the developers are interested in giving the option to change the tile size through the editor. Imagine the projects using old-styled 16-bit graphics from the SNES era with Mode-7 during the worldmap and airship exploration. Dear Gosh... o_O
  19. @Oscar92player Especially since I wrote the UM7 code in such a way that it should already work properly with any tile-size or require very little fixes to do so. xD

    Aerosys said:
    What? No no no I'm so *** interested in having this one in MZ!! I just never asked because others already did here. If you have eg Ko-fi I will even donate for your hard work :)

    Haha, it seems there is more interest that I had the impression. Well, considering that I'm between projects right now, I actually do have time to make it work. I just might do it, lol.

    You don't need to donate anything. xD I have plenty of passive income from my company. Money isn't a factor for me. I do this stuff because I want to and because they are challenges for me to conquer. It makes me feel good when I do, when I grow and improve my skills (sometimes ever so slightly xD).

    EDIT: Haha, MZ is on 40% sale right now on Steam. Oh well, here goes. xD
    (Regardless of how much money you make, there is no reason not to wait for a sale if you're not in a hurry.)
  20. Hi! :smile:
    I downloaded the demo and this is what I got... Any idea why it is doing this and how to fix it? Sorry I'm a noob but I searched everywhere, but maybe I missed the answer somewhere :confused:

    Thank you! :biggrin:
    1645125427200.png