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H-Mode7 - Printable Version

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+--- Thread: H-Mode7 (/thread-3151.html)

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RE: H-Mode7 - JayRay - 05-29-2012

Okay, I'm not a great scripter, but here's a nice thing I'd like... I'd like the panorama (or some other layer behind the map) to NOT move at all, except when a player pushes Q or W (L and R)... For instance...

Depending on the Theta (which I assume is based on a 360 degree arc, I would like the panorama to scroll x a certain amount of pixels depending on the theta. So for instance... say you have a 360degree panorama shot... and by pushing R your theta increases by 5... well, if a theta of 90 degrees equals 640 on the panorama then each theta increase should equal around 35 pixels scrolling left or right on the panorama. Now I said ABOUT, because it's actually 35.55556 so I think after 5 successive movements we might have to make it move the screen 36 pixels one out of every 6 times.

Is there a way this can be done?


RE: H-Mode7 - Raphael Rpg Games - 05-31-2012

Would it be possible to include these ideas in the next version?
1º) A system of fixed panorama, as in mode 7! It would also be great if the picture turned along with the map! But only when there was turnover on the map!

2º) That some tilesets as trees stay standing with terrain tags as in previous versions!

I would appreciate if you could include these requests in the next version of the H-Mode7!
Bye!


RE: H-Mode7 - Kureshin - 06-03-2012

Hello, i tried creating a vertical wall but I don't know how to put it vertical? Do I need to add terrain tags? Thanks


RE: H-Mode7 - JayRay - 06-10-2012

Not Really a bump but...

Code:
@panorama.ox = ($game_map.display_x / 8)
@panorama.oy = 0

This is how you ensure that you don't have panorama scrolling up.


Also, was curious about this whole Panorama thing... Was thinking like Skyboxes from other games, where if you are facing a certain degree, you have the panorama going directly to that position, so that when you moved around you could have a decent background horizon that moved with the THETA, and not with your game Map Display.


RE: H-Mode7 - Thejuster - 06-11-2012

hello i cant create a texture type the house or tower :(

anyone can show me a simple video tutorial how to?


RE: H-Mode7 - guigui28240 - 06-27-2012

Hi every one
I want someone help me to make a full house with the Hmode script, in and out.
Thanks for your help


RE: H-Mode7 - rellz93 - 06-28-2012

(06-06-2011, 06:06 PM)edmhotta Wrote: I have to thanks you. lol
Some results:
[Image: unled2rt.png] Ah ,see the left roff of house.Why on the right is normal and the left not.
And tell me more about this FPLE.
Wow! I know this is kinda late but I'm new to this. How did you make the roof? I've tried and I cant seem to get it right.


RE: H-Mode7 - JayRay - 07-21-2012

Bound and determined to prove that H-Mode 7 is not just for overlanding, I've started working on the first of many maps for my new game with your system, and let me say, this stuff is awesome!

[Image: screenshot2.png]

I used large events on the walls for shading, and terrain tags on the ground darken the character if he's in the map shade (definitely turned off the automatic lighting feature.) Doing complex storefront designs using 48 tiles of the tile map on front and back, and 96 each on each side, and so far not a lot of lag...

For instance...
[Image: Building1-Front.png]

I have this store front in my tilesets, and if you were to count the textures from 0-7 left to right, this would be textures 8-71 respectively, with the bordering tiles that hook on to say a side wall, having other textures as their left and right faces. With this layout, more advanced texturing blocks can easily be done, and aren't limited by the 32x32 tile faces.

Still waiting on the ability to make events flat and give them altitude, because THAT would allow those things like overhangs and such to become a reality.

What I'd also like to see, once that is (if ever is) done, seeing those events have heightmaps themselves, allowing someone to prepare the illusion of angled roofs that could be traversed under. Just something to think about...

Here's something I did notice however, on each texture, even though a tile is not going to be seen, you need to texture it because the engine treats each tile as a seperate block and sometimes pixels from the non-shown sides bleed through. For my work, I've created one texture as a 3d grid, to help me map out my maps better, but, yeah, definitely a work in progress...

By using two versions of events, I can have events darken when in shade, lighten back up while outside it, and give the illusion of angled shading which ever way the map is rotated.



Loving it, MCG, 2.5D is truly a reality.


RE: H-Mode7 - pkmntrainergary - 07-21-2012

I need help making a heightmap for the house, would anyone be able to help me?


RE: H-Mode7 - Raphael Rpg Games - 07-22-2012

This is possible?
[Image: scaled.php?server=840&filename=thisispos...es=landing]
Again I ask you please, put those options of land to raise the walls!
See ya! Winking