Ultra Mode 7 [RMMV & RMMZ]

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Started by bblizzard 1291 posts Page 59 of 65 View original ↗
  1. hurt said:
    Hi! I am sorry if this is the wrong place to post this, but I am having some compatibility issues with this plug-in and the QMovement plugin. Idk if this is something that can or can't be fixed, but I thought I'd reach out.
    I am using Qmovement for pixel movement and custom collisions; I mostly use this clean movement on parallax maps, but I figured this kind of movement would be useful in an Mode 7 format too.
    I am still new to all this, so maybe i am wrong, but is this a compatibility issue? Or did i **** something up?
    View attachment 239363

    Have you made sure to try a new game? Don't use old save files when you add new plugins.
  2. bblizzard said:
    Have you made sure to try a new game? Don't use old save files when you add new plugins.
    Yes. I even tried making a completely separate project with only the plugins we are talking about, no changes. Doesn't work! /:
  3. brawlers said:
    Yes. I even tried making a completely separate project with only the plugins we are talking about, no changes. Doesn't work! /:

    If you can send me that project with both plugins, I can take a look at it.

    EDIT: v2.1.0 is up. It should improve general compatibility with multiple plugins that try to access certain data before it is actually created in the game.
  4. UM7 community question before I make a plugin request: Has it been figured out or solved to be able to click on the event image to trigger it rather than having to click on the tile(s) only? This is specifically for event images/sprites and not pictures.

    Related: can pictures that are bound to the map or events be automatically scaled like events and doodads are? (As is they retain their size no matter the distance from camera, which makes sense in most situations as they are usually part of the UI or used for things like character busts.)
  5. Communuty Lighting UM7 2.1 compatibility demo

    -The first room has tile lighting (both terrain and region) that is off kilter when in UM7. They are set by an event at 0,0.
    -When leaving the room there are two region lights on the volcano that are behaving badly.

    There are examples of some other features that don't work well with UM7 and never will I am assumingly (sadly).
  6. ephesus said:
    UM7 community question before I make a plugin request: Has it been figured out or solved to be able to click on the event image to trigger it rather than having to click on the tile(s) only? This is specifically for event images/sprites and not pictures.

    I implemented tile-based clicks because in the default engine it's only use to move around. A special plugin is probably the best idea since handling clicks is ambiguous in general.

    ephesus said:
    Related: can pictures that are bound to the map or events be automatically scaled like events and doodads are? (As is they retain their size no matter the distance from camera, which makes sense in most situations as they are usually part of the UI or used for things like character busts.)

    This is kinda how pictures are supposed to work. You should simply use events for that. If you're worried about texture size, try to find a plugin that allows you to use pictures for events rather than spritesets.

    ephesus said:
    Communuty Lighting UM7 2.1 compatibility demo

    -The first room has tile lighting (both terrain and region) that is off kilter when in UM7. They are set by an event at 0,0.
    -When leaving the room there are two region lights on the volcano that are behaving badly.

    There are examples of some other features that don't work well with UM7 and never will I am assumingly (sadly).

    I'll take a look at this when I can. Yeah, some features probably will never work because of weirdness between 2D and 3D lighting effects.
  7. ephesus said:
    Communuty Lighting UM7 2.1 compatibility demo

    -The first room has tile lighting (both terrain and region) that is off kilter when in UM7. They are set by an event at 0,0.
    -When leaving the room there are two region lights on the volcano that are behaving badly.

    There are examples of some other features that don't work well with UM7 and never will I am assumingly (sadly).

    Yeah, sorry, but I won't be able to make this compatible. I thought the Community Lighting project was supposed to fix the programming and code organization issues with the original Terrax Lighting, but it just made it worse. The place where I need to add my code is a gigantic 600+ lines method. I would basically have to (needlessly) replace a fifth of their code just to make it work with UM7. They really need to split that method up into chunks and then split the the calculation and rendering parts so that I can inject my code after the fact without breaking everything else.
  8. Oscar92player said:
    Hm... sembra che ci sia una sorta di problema di compatibilità con il plug-in Core Engine di VisuStella, perché ho appena incollato il plug-in Ultra Mode 7 in un progetto che lo utilizza, e questo è il risultato nella schermata della mappa del mondo:

    View attachment 217715

    Non ho idea di cosa possa essere la causa di questo...

    EDIT: Inoltre, questo è ciò che accade quando configuro il plug-in Ultra Mode 7 per applicare il filtro lineare alla mappa:

    View attachment 217717
    I solved it deleting the last sentence at the bottom of the VisuStella CoreEngine plugin. You can do it by changing "coreengine.js" to "coreengine.txt", than you open it, delete the last sentence, and than change ".txt" back to ".js". (In my image I used Visual Studio to do it but it isn't required).

    Edit: Nope, deleting the last line disable the plugin, but I found the lines that caused it. I uploaded in another answer the corrected plugin
  9. Oscar92player said:
    Hm... it seems that there's some kind of compatibility problem with VisuStella's Core Engine plugin, because I just pasted the Ultra Mode 7 plugin in a project that uses it, and this is the result in the worldmap screen:

    View attachment 217715

    I have no idea about what could be causing this...

    EDIT: Also, this is what happens when I setup the Ultra Mode 7 plugin to apply linear filtering to the map:

    View attachment 217717
    Hi, I found the lines that caused it (it took me some days), here the plugin
  10. Edit: I decided to play around a little more. I think I'm really liking this plugin. Here are a couple of maps, and a couple of cutscenes I threw together.

    I'm really digging the potential this plugin has for my project. I've spent the last few months learning how to make VR apps in Unity, and tried to modify the story I'm telling to be in first person for it, but alas it ended up being too convoluted. So, I decided to bring it back to RPG Maker (I haven't found anything in Unity that compares to RPGM's combo of events, variables, switches, etc).
    I'm trying to decide whether to commit to using Ultra Mode7, but I first need to figure out a couple of things. I also tried out RPGMV3D, but that seems like I'd spend more time programming things than I do storytelling.
    BW2.pngThe first thing, is lighting. In particular shadows. What is the best way of adding shadows from the events that are standing up?






    BW3.png
    The second is layer graphics. Is there any way to use something like Galv's Layer graphics with this? The main thing I want to do, is create a better looking sea. Instead of using tiles, I'd rather use some images I could create in Daz or Unity.



    Thank you for creating this plugin. It is amazing.
  11. jigida70 said:
    The first thing, is lighting. In particular shadows. What is the best way of adding shadows from the events that are standing up?

    Check out the notes in the plugin's comments. I have listed a few lighting/shadow plugins that work with UM7.

    jigida70 said:
    The second is layer graphics. Is there any way to use something like Galv's Layer graphics with this? The main thing I want to do, is create a better looking sea. Instead of using tiles, I'd rather use some images I could create in Daz or Unity.

    It's not compatible because of how rendering is done.

    This being said, the new RM Unite is based on Unity so you might wanna go with Unity in the long run after all. RM Unite is not released yet, but the current listing on Steam says 2022 so it might come out fairly soon.
  12. bblizzard said:
    Check out the notes in the plugin's comments. I have listed a few lighting/shadow plugins that work with UM7.



    It's not compatible because of how rendering is done.

    This being said, the new RM Unite is based on Unity so you might wanna go with Unity in the long run after all. RM Unite is not released yet, but the current listing on Steam says 2022 so it might come out fairly soon.
    Thank you.
    When RM Unite comes out, I plan on waiting just a bit to see exactly what it does. I've gotten burnt on some pretty expensive assets in Unity that don't play well with other assets. The Database of RM is extremely user friendly, and I'd love to be able to use it to play around in VR. If RM's events, variables, switches, etc. are accessible through Unity Events, it should be fairly easy to do.

    As far as lighting for Ultra Mode 7 is concerned, I'll probably play around with those other plugins. Though, I figured out how to add shadows to the ground tileset in Gimp, without having the trees be in the image. The only problem with that, is I can't move the trees around without going back into Gimp and redoing the ground tileset.
  13. I'd like to ask if you ever plan on adding Wall Events sort of like H-Mode 7 for RPG Maker XP? I know there is events that can be used for objects and characters, but I'd found interest in the Wall events that were used in H-Mode 7
  14. fabumaniac said:
    I'd like to ask if you ever plan on adding Wall Events sort of like H-Mode 7 for RPG Maker XP? I know there is events that can be used for objects and characters, but I'd found interest in the Wall events that were used in H-Mode 7

    I think somebody asked that before, but it's buried somewhere in 60 pages of replies. xD In any case the answer is no. Adding just wall events wouldn't be too much of a problem, but at that point it's basically a slippery slope to full 3D and I don't want to make a plugin for 3D because it's complicated and there are already plugins for that out there. The fact is that right now sprites are still rendered as 2D objects. I just position and scale them to fake the appearance of 3D. They are not actual 3D objects, they have no proper depth coordinate. In a sense this really is a Mode 7 plugin. It's just that I used proper 3D to render the map rather than more complicated tricks/math to make it appear 3D as the SNES did originally.
  15. Hi just to confirm with the above reply, basically, if we want walls we need to either replace them as events or as Doodas correct?, just wondering because it looks great in my game but it would mean to redraw a lot of my maps(but I don't have so many of them yet),

    So I'm a bit worried about doing that
  16. The answer is actually that walls aren't supported. You can only add events that act as front-facing walls, but you won't have any walls "on the side".
  17. I added support for this plugin to my SRW SRPG kit over the last week.



    Many thanks for the amazing work.
  18. I don't post here often, but I figured I'd make an exception just to say two things: first, thank you for making this and supporting it so diligently all these years. Mode 7 is awesome, and a lot can be done with it, and that's all thanks to you, really.

    With that out of the way, I have a small problem on my hands, hopefully one that can be explained as "user error". I am presently using MZ, and I wanted to make it so the fade color on my world map could dynamically change based on certain factors. I ran this as a Script Call:
    UltraMode7.setFadeColor(0,0,0);
    With and without the semi-colon, mind you. Unfortunately, instead of changing the map color, I get this error:
    TypeError: $gameMap.setUltraMode7FadeColor is not a function
    at Object.UltraMode7.setFadeColor (UltraMode7.js:1150)
    at eval (eval at Game_Interpreter.command355 (rmmz_objects.js:11298), <anonymous>:1:12)
    at Game_Interpreter.command355 (rmmz_objects.js:11298)
    at Game_Interpreter.<computed>.<computed> [as command355] (VisuMZ_0_CoreEngine.js:8615)
    at Game_Interpreter.executeCommand (eval at onScriptLoad (FOSSIL.js:7999), <anonymous>:195:26)
    at Game_Interpreter.<computed>.executeCommand (VisuMZ_1_EventsMoveCore.js:7394)
    at Game_Interpreter.update (rmmz_objects.js:9565)
    at Game_Event.updateParallel (rmmz_objects.js:9459)
    at Game_Event.updateParallel (VisuMZ_1_EventsMoveCore.js:7394)
    at Game_Event.update (rmmz_objects.js:9451)
    I tried the same function in a separate project (no other plugins or anything), and the same error occurred. Also tried it with and without FOSSIL enabled just for the heck of it. I even tried the "UltraMode7.animateFadeColor()" variant (same variables plus a fourth for duration, of course), but got the same problem.

    I even tested it using "UltraMode7.getFadeColor()", which returned "0,0,0" (which is what I'm using for testing purposes, so needless to say, that worked). I was also able to use the "<UltraMode7_FadeColor:0,0,0>" map tag to change it from the plugin default that way, so that obviously works too.

    All the other Script Calls I've tried seem to work without any issues (I use "UltraMode7.animatePitch()" for the airship), but this specific one seems to be having problems.

    Sorry about the lengthy post, I'm just trying to be as thorough as possible here.
  19. @SilentZeroX Good catch. UltraMode7.setFadeColor() indeed doesn't work (along with UltraMode7.setFadeBegin() and UltraMode7.setFadeEnd()). I fixed this in v2.1.1. The new version is already live.

    UltraMode7.animateFadeColor() does work, but you aren't using it correctly. The color value has to be an array like this:

    Code:
    UltraMode7.animateFadeColor([0, 0, 0], 60);

    Feel free to double-check this in the demo. The NPCs on the left side of the map have examples for these two calls.

    This RGB color value thingy also goes for UltraMode7.setFadeColor() in v2.1.1:

    Code:
    UltraMode7.setFadeColor([0, 0, 0]);

    I didn't have time to test v2.1.1 this time, but it was a very simple fix so it should work. Let me know if you run into any issues.
  20. That did the trick! Thank you so much.

    Looking at the arrays thing, I can see the documentation does mention it. I guess if I had one last suggestion, maybe consider changing the documentation from
    UltraMode7.setFadeColor(RGB_COLOR)
    to
    UltraMode7.setFadeColor([R,G,B])
    so that way you sort of have an example of how it's meant to look when typed properly. (though I'm also fatally literal when it comes to this stuff, so I'm probably the only one with the issue here)

    Not that I'm complaining! I'm just glad all is well again. Thanks again for fixing this in such a timely manner (and for fixing it at all, really. A committed plugin developer is the last thing I want to take for granted.).