Ultra Mode 7 [RMMV & RMMZ]

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Started by bblizzard 1291 posts Page 63 of 65 View original ↗
  1. Does anyone know - with this plugin, your vents stand up, like out of a pop-up book. Is there a note-tag or something you can add to command a specific event on a map to not do this, and just lie flat on the ground?
  2. I can't set camera distance while using FOV 0 for an orthogonal map. Is there a way to do this?

    I'm trying to set up a full orthogonal project using the FOV 0 from the plugin but just wanted to set my camera for like 50% more zoom :ysad:

    UPDATE: Managed to talk do Blizzard, they gave me the following idea (and it works):

    - If you set the FOV to something small like 0.1, you will get a near-orthogonal view, but you can still use camera distance to manipulate a quasi-zoom. Keep in mind that you will need a very far initial camera to get the proper size in the first place. If you want, you get even calculate the exact distance you need for a near 1-to-1 orthogonal by using some trigonometry on the 0.1° angle of the FOV and the screen pixel width (can't remember the default width right now). (Off the top of my head I think it's "distance = cos(FOV / 2) * width / 2", just make sure to express FOV in radians instead of degrees when you do the math.)
  3. I can't find a way to change this half tile offset when setting the pitch to 90; the collision is still matched with the tile but ruins the look. is there a plugin or a fix for this that places the events perfectly onto the tile?

    Screenshot 2024-07-02 233327.png
  4. dordomo said:
    I can't find a way to change this half tile offset when setting the pitch to 90; the collision is still matched with the tile but ruins the look. is there a plugin or a fix for this that places the events perfectly onto the tile?

    View attachment 310254
    Sorry for the bit-late-reply, I actually don't visit the forum that often anymore. :aswt:

    The quickest way is the find the method adjustUltraMode7LoopedPosition(). At the very end you have this line:

    Code:
    return {x: x + halfWidth, y: y + halfHeight};

    Change it to this:

    Code:
    return {x: x + halfWidth, y: y + halfHeight * 2};

    This will move the offset to the bottom of the tile similar to how the default map works. You can also modify the value further by subtracting a fixed value like e.g.

    Code:
    return {x: x + halfWidth, y: y + halfHeight * 2 - 4};

    This code is off the top of my head and I didn't test it, but it should work.
  5. bblizzard said:
    Sorry for the bit-late-reply, I actually don't visit the forum that often anymore. :aswt:

    The quickest way is the find the method adjustUltraMode7LoopedPosition(). At the very end you have this line:

    Code:
    return {x: x + halfWidth, y: y + halfHeight};

    Change it to this:

    Code:
    return {x: x + halfWidth, y: y + halfHeight * 2};

    This will move the offset to the bottom of the tile similar to how the default map works. You can also modify the value further by subtracting a fixed value like e.g.

    Code:
    return {x: x + halfWidth, y: y + halfHeight * 2 - 4};

    This code is off the top of my head and I didn't test it, but it should work.
    Hi, thanks for responding! i tried both codes but had no effect, i was wondering if you had any other means to try and fix this. if you want i can share my plugin list to see if there is any plugin incompatibility
  6. Is there a way to make it so the player's "center" is shifted a few tiles down? So that the player always appear in the lower end of the screen, for example:
    images

    Whenever I adjust the camera distance and Y, the player is still always in the center of the screen.
  7. Hiii first of all thnx for this amazing job.

    Im new to RPGmaker and games in general. So i apologize in advance if my question is stupid or something.

    Im having a "bug" whit this plugin , i dowloaded the demo and copy/pasted the Plugin on my game , i did the notes on the map but something isnt right. When i launch my game the map is completly out of place and the only things on "place" are the events.

    I did some research but couldnt find anything except for this guy who has the same problem as me


    Thnx in advance :)

    Edit: I forgot to mention that if i "save" before launching the demo it will give me a error
  8. Promgols said:
    Hello @bblizzard , I know this is old, been looking for a fix and saw you made one.
    So for starters thank you for that, but im getting another issue and that is that the character events don't disappear when i'm far away, it looks like this.View attachment 272745View attachment 272746

    I don't know if you are still around, but the solution is:

    You need to place the Events & Movement Core plugin from VisuStella UNDER/BELOW UltraMode7 (in the plugin order), then it will work.

    However, when you do this, 8-directional movement sprites with "(VS8)" in the name are cut off, but the diagonal movement still works. (You may use normal 4-directional sprites.)

    Does anybody know a fix for the sprites to show up properly? (It works when you place Events & Movement Core above UltraMode7, but the sprites behave and scale very odd as shown above in the picture.)

    I already use the fix made by @bblizzard from this thread.
  9. Hello, first of all thank you for this incredible addon @bblizzard !
    I had a question, I went through the different pages and I searched a lot but I didn't find any answer to this question:
    Can I create an event that stays “flat on the map” ?
    Because I want to add cities, villages, etc. on the world map but they stay “flat” on the map.
    (I don't want to put them on the tileset because they'll change their appearance, but I don't want to make them stand out like the characters on the map, because the camera rotation is confusing).
    Thx,
  10. alasth said:
    Hello, first of all thank you for this incredible addon @bblizzard !
    I had a question, I went through the different pages and I searched a lot but I didn't find any answer to this question:
    Can I create an event that stays “flat on the map” ?
    Because I want to add cities, villages, etc. on the world map but they stay “flat” on the map.
    (I don't want to put them on the tileset because they'll change their appearance, but I don't want to make them stand out like the characters on the map, because the camera rotation is confusing).
    Thx,
    there's Shaz Character Anchors and YEP Doodads:
    YEP GridFreeDoodads
    YEP X DoodadPack1
    YR Mode 7 Doodads
  11. Arend said:
    there's Shaz Character Anchors and YEP Doodads:
    YEP GridFreeDoodads
    YEP X DoodadPack1
    YR Mode 7 Doodads
    Sorry if I didn't make myself clear:
    I already have those addons.
    I need the opposite, for the event to lie on the ground like the tileset (and not straight like the hero and doodads).
  12. alasth said:
    Sorry if I didn't make myself clear:
    I already have those addons.
    I need the opposite, for the event to lie on the ground like the tileset (and not straight like the hero and doodads).
    I don't think that's possible. The closest you can come is with those plugins.
  13. Hello, is there a way to make ultra mode 7 ignore rotating events such as characters ? I can't get rid of the slight jiggling effect that happens just after movement starts and ends.
  14. is there a way to disable to shadow the character casts. with the visustella plug ins it looks like the person is floating.
  15. alasth said:
    Hello, first of all thank you for this incredible addon @bblizzard !
    I had a question, I went through the different pages and I searched a lot but I didn't find any answer to this question:
    Can I create an event that stays “flat on the map” ?
    Because I want to add cities, villages, etc. on the world map but they stay “flat” on the map.
    (I don't want to put them on the tileset because they'll change their appearance, but I don't want to make them stand out like the characters on the map, because the camera rotation is confusing).
    Thx,

    I know this is several months out, but I had this same issue, and managed to find this plugin: https://www.tyruswoo.com/rpg-maker/mz/tile-control-mz/tile-control-plugin-v1-0-for-rpg-maker-mz/

    You can change the tileset of a single spot, and it will stay flat.
  16. so i went to try and get the plugin working by looking at the settings in the demo but it didn't work in my own project any ideas what i am missing that the Ultra mode 7 demo has
  17. TheUltima said:
    so i went to try and get the plugin working by looking at the settings in the demo but it didn't work in my own project any ideas what i am missing that the Ultra mode 7 demo has
    maybe map notes. Other than that you can try to copy your whole project, turn off all other plugins, and see if it works. UM7 should be near the top of the list but under some other plugins for compatibility with lighting and maybe some other stuff
  18. 1746233848376.png
    The MZ version is doing this bug. Why?