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H-Mode7 - Printable Version

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RE: [RMXP] H-Mode7 - MGC - 05-14-2011

bibuze Wrote:I have another problem when I move the hero image is blurred.

That's because only half of the screen's columns is drawn each frame, to reduce lag. That's not very noticeable in classic resolutions.
Use [DF] in the name of your maps if you want to remove this feature.

Quote:I have a question can we exceed the height of 32 pixel if so how

Nope, not currently. Don't forget that this script was designed for worldmaps.


RE: [RMXP] H-Mode7 - edmhotta - 05-15-2011

Thast's posible?
[Image: ffttt.png]
Obs: I'm not using 3D rotation system.


RE: [RMXP] H-Mode7 - MGC - 05-15-2011

Is it for your Chrono Break project ?

I'm aware of this problem, and I don't have any good solution for now.

For each point of the screen, the script draws a column depending on the height.
The bases of columns that should fill the black parts are out of the screen, so I don't have the elements to draw them.

Some times ago, I tried to reduce this problem by using a screen with a bigger height, but it was way too laggy.
I made a new test today (with a virtual double-height screen), and it seemed bearable on my computer when not rotating.

I made a version 1.2.1 so that you can test it (see the first post).
Add [E] in your maps names.



RE: [RMXP] H-Mode7 - edmhotta - 05-15-2011

(05-15-2011, 09:55 AM)MGC Wrote: Is it for your Chrono Break project ?

I'm aware of this problem, and I don't have any good solution for now.

For each point of the screen, the script draws a column depending on the height.
The bases of columns that should fill the black parts are out of the screen, so I don't have the elements to draw them.

Some times ago, I tried to reduce this problem by using a screen with a bigger height, but it was way too laggy.
I made a new test today (with a virtual double-height screen), and it seemed bearable on my computer when not rotating.

I made a version 1.2.1 so that you can test it (see the first post).
Add [E] in your maps names.
Yes ,it is for my chrono break project.
And about the script with [E] in name maps work ,but it lagging more.
So is better let it with black parts.
Another question:
Is possible to have a height greater than 128 pixels?






RE: [RMXP] H-Mode7 - MGC - 05-16-2011

edmhotta Wrote:Another question:
Is possible to have a height greater than 128 pixels?

Not for the moment. This engine was originally designed for worldmaps.


RE: [RMXP] H-Mode7 - edmhotta - 05-17-2011

Isn't that possible on H-mode 7?
[Image: semttulogn.png]
And the height of the ground can't go more than 32 of height?
[Image: 77624987.png]



RE: [RMXP] H-Mode7 - MGC - 05-19-2011

For the first picture, you can use an event (but it won't rotate).
I'm not sure to understand your second picture : is it something you obtained ? Something you wish ? Because the ground cannot go beyond 32 px in height.


RE: [RMXP] H-Mode7 - edmhotta - 05-19-2011

(05-19-2011, 06:51 AM)MGC Wrote: For the first picture, you can use an event (but it won't rotate).
I'm not sure to understand your second picture : is it something you obtained ? Something you wish ? Because the ground cannot go beyond 32 px in height.
I want to know if the ground can go beyond 32 px in height.
And about the first picture i can't do same of a common mode 7?




RE: H-Mode7 - lemonairable - 05-22-2011

I can't seem to figure out how to rotate the map. It's the L and R keys, correct? They don't seem to be working for me.


RE: H-Mode7 - xnadvance - 05-22-2011

(05-22-2011, 06:10 PM)lemonairable Wrote: I can't seem to figure out how to rotate the map. It's the L and R keys, correct? They don't seem to be working for me.


You should check in the script's settings to see what the buttons are for L and R key.

From there you can modify them to your liking.