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 MGC ISO Engine
#11
Ok, I did find a bug in this script for the RMVX Ace version...
I started by setting to change ground texture, with f8 mask on. When choosing the default sand texture, I found that it shows the sand with the layer tht would be underneath (in this case the default ground. As I place the desert tile down, I get an error that states...

Script 'MCG_ISO_Tilemap Tiles' line 234: TypeError occured
nil can't be coerced into Fixnum

EDIT: I see! The bug is not in the program, but rather in the package. Tileset 3_003.png is not in the package.
[Image: yy7iKKb.png]

ITCH: jayray.itch.io
Currently working on Goblin Gulch (MV)
Currently working on JayVinci Resurrection
Currently working on Bakin ABS (BAKIN)
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#12
Nevermind, got everything fixed perfectly. I think I will be transferring my game project to the MCG Iso Engine for VX Ace. Thanks for this wonderful tool.
[Image: yy7iKKb.png]

ITCH: jayray.itch.io
Currently working on Goblin Gulch (MV)
Currently working on JayVinci Resurrection
Currently working on Bakin ABS (BAKIN)
Reply }
#13
Okay, this is more a question for DerVVulfman than for MCG. What do we need to change with Mousie to get it to work with the Iso Engine system? And second, knowing how everything is displayed, will we ever see a version of Lycan for Iso Engine?
[Image: yy7iKKb.png]

ITCH: jayray.itch.io
Currently working on Goblin Gulch (MV)
Currently working on JayVinci Resurrection
Currently working on Bakin ABS (BAKIN)
Reply }
#14
Hey I was just wondering if there was a way to increase the number of frame for the walking animation. I wan to use the Ragnarock characters but I don't it look choppy if it only 4 frames. also, I have a few script that require the SDK 2.3 to run and when I add the sdk and run the game it has problems. can anyone help me out?
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#15
bump
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#16
Yes you can! Someone would have to write a script for it.
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#17
Downloaded this version of your editor and it's pretty neat. Just wondering,
I found this video of a WIP version:

https://www.youtube.com/watch?v=ka4bE11Tzx0

I noticed you have a "model editor" in the main menu. I'm assuming that's how you got the custom building and tree models in there. I was wondering if there's any plans to bring that back. Or to have a custom model importer for .fbx or .obj so I can model in Maya/ Blender/ etc. and bring them into this editor?

Thanks!
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#18
Hi,

well, to be honest, the final version of this Iso Editor, called Marta and Layy Meta, only has 8 total height maps. There are NO true 3d models in this software, as the scripts only allow for manipulation of the sides and 'top' of a graphic with a displacement heightmap. No polygons, no FBX or OBJ - RPG Maker VX Ace just ain't meant for it.

With that being said, GGMaker (also known as Engine001) allows for custom import of models.. for a price.
[Image: yy7iKKb.png]

ITCH: jayray.itch.io
Currently working on Goblin Gulch (MV)
Currently working on JayVinci Resurrection
Currently working on Bakin ABS (BAKIN)
Reply }
#19
Ok that's fair. Thank you. Just out of curiosity:

If there is no actual 3D in the engine then how did he get those 3D assets in like in the above video? Even if it's not true 3D, it sure looks like it and that's good enough for me haha.
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#20
well, I guess you could say... displacement on a 2d plane?
[Image: yy7iKKb.png]

ITCH: jayray.itch.io
Currently working on Goblin Gulch (MV)
Currently working on JayVinci Resurrection
Currently working on Bakin ABS (BAKIN)
Reply }


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