H-Mode7 - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: H-Mode7 (/thread-3151.html) |
RE: H-Mode7 - xnadvance - 06-06-2011 (06-06-2011, 06:06 PM)edmhotta Wrote: I have to thanks you. lol Those screen caps look amazing...so 3Dish. RE: H-Mode7 - sinobi - 06-07-2011 thank you. Is this a specification though the position of the character is a little different when rotating like the picture? RE: H-Mode7 - MetalRenard - 06-07-2011 Sinobi, check to make sure that your charset is properly centred it may just be that and not the script. :) RE: H-Mode7 - sinobi - 06-07-2011 MetalRenard >Because the display position is different even if which character image is used, I think that it is a problem on the script side. RE: H-Mode7 - MGC - 06-08-2011 There are two factors that cause the problem : 1. for a classic character sprite (32 * 48), feet are not at the bottom of the box (= the origin for the coordinates in the screen), and so they "fly" a little. To partially solve this problem, two rows are simply cut : for a 32 * 48 sprite, a 32 * 46 sprite is displayed -> see HM7 NEW CLASSES line 256 : @offset_height = 2 2. In a classic RM view, sprites are not displayed on the middle of their tile, but around the bottom of the tile. I tried to solve this with another offset -> see HM7 NEW CLASSES line 340 : y_intermediate = character.screen_y - 12 I think you can try to modify this line with : y_intermediate = character.screen_y - 16. Is it better ? RE: H-Mode7 - sinobi - 06-08-2011 It was possible to display it well. Many thanks. I really like this script!! RE: H-Mode7 - sinobi - 06-15-2011 I am making an add-on script of H-mode7 script now. It is Universal Message System's comic_style. http://save-point.org/showthread.php?tid=2394 I have only a little knowledge of RGSS. However, because the H-mode7 script is too complex, I am embarrassed... Please give me knowledge. First of all, I think that I should acquire XY coordinates of the map's characters. But, I don't understand coordinates corresponding to the rotation in H-mode7. Perhaps, I think that it is OK if that coordinates are inserted in self.x self.y of UMS. I have a lot of competitions with other scripts. For instance, it is a shadow script, and a lightmap script, etc. However, I think that I can apply by mimicking it if this is completed. I'm sorry by poor English. RE: H-Mode7 - MGC - 06-16-2011 In the UMS, windows positions are given by the methods screen_x and screen_y of the class Game_Character (and thus Game_Player and Game_Event). You need to use the positions of the graphics elements instead of these ones. In HM7, sprites are not used to display character but surfaces (HM7::Surface). That means that you have to get the surface linked to a character. The easiest way to do this is to add an attribute to the Game_Character class (attr_accessor :surface) and initialize it when a new surface is created (in the method initialize of the class HM7::Surface, add : character.surface = self). Then if you are in HM7 mode and you have a character with character.surface != nil, it is possible to get the coordinates. The methods screen_x and screen_y of the class HM7::Surface return the x and y coordinates in the screen, as if the map was flat (so without the y-offset due to the altitude). The method get_zoom returns the zoom value. If the camera is set in the default [C0] mode, the corrected y value is given by : surface.screen_y - (surface.altitude * $game_temp.sin_alpha >> 14) * surface.get_zoom If you're in [C1] or [C2] camera mode, it is a little more complex since you have to add to the obtained y value the y-offset of the tilemap : it is the variable @vars[4] that can be found in the class HM7::Tilemap. RE: H-Mode7 - sinobi - 06-16-2011 Thank you for explaining in detail. The display became possible thanks to the explanation. You have helped me greatly. I appreciate your assistance indeed. By the way, I also want the Mode7's FLAT function though it was also in a past log. RE: H-Mode7 - Izanagi - 06-18-2011 Is there anyway to turn of the rotate camera script in certain maps? i ask because im using a mock First Person veiw in dungeons and an isometric veiw in world maps and dont want the world maps to be able to rotate. |