Ultra Mode 7 [RMMV & RMMZ]

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Started by bblizzard 1291 posts Page 65 of 65 View original ↗
  1. Clov3r said:
    Sorry, that is what I meant. But also aren't they the same for MZ? I'm using this one.
    Thats the one - and you say it doesn't work?
  2. Dark_Ansem said:
    Thats the one - and you say it doesn't work?
    Correct. I tried it in a blank project with only that and UM7 and it's not working. I also tried QiuJiu's doodads, which DOES work but it blurs the doodads and which is really obvious and looks bad since i'm going for a super "crispy" pixelated style.
  3. Clov3r said:
    Correct. I tried it in a blank project with only that and UM7 and it's not working. I also tried QiuJiu's doodads, which DOES work but it blurs the doodads and which is really obvious and looks bad since i'm going for a super "crispy" pixelated style.
    does using the perfect pixel plugin fix that? what's the load order
  4. Dark_Ansem said:
    does using the perfect pixel plugin fix that? what's the load order
    I tried that and it did nothing. Tried every load order combination. Considering just scrapping the UM7 idea for now and try again with a different game later :(
  5. Has anyone found out, or has a suggestion in how to handle vertical walls/buildings that have depth?
    Or do you guys think is better to just keep like background building that the player maybe can enter but does not actually go around them.
    Spoiler
    1764516117630.png1764516155488.png1764516168605.png
  6. Well, Mode7 is Mode7, it's not 3D. MV3D might be what you need, but it's much more expensive in terms of performance.
  7. KaYsEr said:
    What I would do here is to overlap 2 big events with the same bridge GFX, one below the player (to walk on it) and one over the player (when you go under) and when you are about to walk on the bridge you put an invisible event (on touch) to turn the “over” bridge OFF (or invisible with the opacity function) and voilà... Hopefuly. :dizzy:

    But @Thothdan said there are cars passing under the bridge as well so, that’s another level of trickiness lol.

    We could use this plugin to have our sprites scale dynamically on a 3D map like in Playstation One’s Final Fantasy (7-8-9), if we “lock” the camera:

    But here my camera scrolls so I’m unsure, might be cool to add a function specific to this kind of map? The plugin I use requires a lot of trial and error to get the numbers right (you add script commands for your map with maximum/minimum scale or where is the “origin” and the “factor” [how fast events will zoom-in and out] stuff like that to simulate a 3D plan to match the one in your map) quite tedious.

    But with ultra mode7 I believe we could put a single “pitch number” to have this effect more easily, at least from what I tried it felt like it could be great. Who knows, maybe an idea for another time. :D

    Has anyone created something similar to what's described here? I want to create this effect like in the maps of Final Fantasy 7, 8, and 9, with pre-rendered backgrounds. I'm wondering if this plugin could help me achieve that.
  8. KayronDEV said:
    I want to create this effect like in the maps of Final Fantasy 7, 8, and 9, with pre-rendered backgrounds.
    Isn't this basically parallax maps?
  9. KayronDEV said:
    Has anyone created something similar to what's described here? I want to create this effect like in the maps of Final Fantasy 7, 8, and 9, with pre-rendered backgrounds. I'm wondering if this plugin could help me achieve that.
    So, from a purely technical standpoint, it is possible to achieve a depth effect on pre-rendered maps in the style of FF7/8/9 or Resident Evil 1/2/3:

    1) Use Ultramode 7 to set the “camera angle” with

    - pitch rotation angle
    - yaw rotation angle
    - camera distance
    - camera Y position

    2) Use a plugin that can handle multiple images/parallax effects, such as: https://galvs-scripts.com/2015/10/30/mv-layer-graphics/ on MV (or equivalent on MZ).

    3) You must provide, at a minimum, an 8-direction movement system, because 4 directions will be unplayable and very unpleasant for the player; a pixel-based movement plugin compatible with Mode 7 would be even better, such as https://github.com/rev2nym/SAN_AnalogMove, for example

    Where things get complicated is in the implementation:

    you will need to:

    - draw background parallax layers (the background) and foreground parallax layers (in front of events)

    - align the passability grid (circles or crosses indicating where you can or cannot pass) in the 2D editor and test it with in-game pitch and yaw angles to see if the grid’s passability matches the image’s visuals; this will involve testing each image over and over, but it’s possible...

    So technically possible, but whether it’s enjoyable, I don’t know :D
  10. alasth said:
    So, from a purely technical standpoint, it is possible to achieve a depth effect on pre-rendered maps in the style of FF7/8/9 or Resident Evil 1/2/3:

    1) Use Ultramode 7 to set the “camera angle” with

    - pitch rotation angle
    - yaw rotation angle
    - camera distance
    - camera Y position

    2) Use a plugin that can handle multiple images/parallax effects, such as: https://galvs-scripts.com/2015/10/30/mv-layer-graphics/ on MV (or equivalent on MZ).

    3) You must provide, at a minimum, an 8-direction movement system, because 4 directions will be unplayable and very unpleasant for the player; a pixel-based movement plugin compatible with Mode 7 would be even better, such as https://github.com/rev2nym/SAN_AnalogMove, for example

    Where things get complicated is in the implementation:

    you will need to:

    - draw background parallax layers (the background) and foreground parallax layers (in front of events)

    - align the passability grid (circles or crosses indicating where you can or cannot pass) in the 2D editor and test it with in-game pitch and yaw angles to see if the grid’s passability matches the image’s visuals; this will involve testing each image over and over, but it’s possible...

    So technically possible, but whether it’s enjoyable, I don’t know :D
    I'll try this approach. Thank you!
  11. Is there a way to make Ultra Mode 7 work with 32x32 tiles in MZ?