I have a big problem with event (normal and wall) and normal textures. If I have [C3] in map name and heroes is attitude 40 and more (in original script, in my FPP 10 and more), textures is show in front of event, though they are behind event. This situation isn't depends to the angle of slant and zoom. I only have "$scene.hm7_set_pivot(480)", but without this option in very high attitude is this same problem.
Screen:
Maybe someone will be able to improve this bug? I only have hope that this is not dll bug, only in RGSS editor.
and btw, DerVV, MCG did not quit RM engines. He is still working on his RMVXA engine LayyMeta, and has a gitHub regarding the progress. It's a rotateable isometric engine that combines aspects of his H-Mode 7 with his Isometric Engine. works pretty good too... I 'd definitely like to get a hold of it to try some play engines (nothing as big as Roguehaven though)
This is a good news, although I don't like ACE because there is stupid map system. However ACE is faster than XP, but VX is faster than ACE, and 2k/3 is the best.
I next change FPP with RMXP. A few new thing:
- in VX ACE setting is another, but I managed to make in this maker FPP in H-Mode 7. If someone want I can write who make in this.
- I solved (partly) problem from my last post. In resolution 2 and 3 I can highter attitude and this problem appear 2x but 3x higher.
- I make script for verticaly screen scroll, only this need higher verticaly dimension - max is 768.
You must edit HM7 New Classes line 558 - 564
And change dimensions in MGC H-Mode 7.
After you paste this script above main:
Code:
class Game_Screen
attr_reader :tremble
end
class Spriteset_Map
alias upd_tremble_later update
def update
@viewport1.oy = $game_variables[11]
upd_tremble_later
end
end
minus values of variable scroll screen up, and plus values - down
This script not is 100% me. I edit script for Screen Tremble by Blizzard: http://forum.chaos-project.com/index.php?topic=105.0
This scroll is better because condition: "Should be used only when the horizon is visible" needn't executed.
If someone know why make higher dimension, I please that write.
- I look for way from change tileset and change tiles (aka 2k), but seems that is can't with H-Mode 7. I only managed to change a tileset graphics, but project must be closed and turn that see effect. I have a idea that make save file, closed, turn, check that save file is, load, delete save file, enjoy with effect XD, but this way may make a lot of problems. Easier is change a map...
- I discover a new problem with this script. Screen:
I write about this bug. He appear how I stand in high terrain with high zoom and little angle of slant.
I have hope that MGC will develop this script. I think that is the best 3D script for RM in this time.
okay, here's a question, and I know MGC is hardly ever on here, but I still gotta ask tosee if anyone ELSE has seen this used and utilized.
In Neo Mode 7 there was a script that combined with the [LS] addon to limit scrolling could also ensure that the camera focused on a specifc tile location on the map (Perfect for Resident Evil style games)
Does anyone know if that Camera Focus add-on works for H-Mode 7 too?
I used to think about this thing.
And I think that you can set hero in one point on the map, and make event graphics like hero and move it.
Unfortunately RMXP scroll screen is worse than RM2k. Can find script scroll like RM2k and "frozen" screen in one point, but I don't know someone wrote this script.
Hello, MGC! I just needed some clarification on this before I test it (as it could bomb my entire project); if one would have a pixel-by-pixel movement system, would it affect/cripple the script in any way?
If it helps, I can provide my current scripts. I have a few custom made ones, however.
Pixel movement by Cogwheel's is best, but isn't completely compatible. Pixel movement by Drago is better compatible with H-Mode7 but isn't 8 way move.
In VX Ace is more pixel movement scripts but I not testet all. I know that Victor pixel movement is good, but it has problem with 8 way in some camera angle.