Save-Point
H-Mode7 - Printable Version

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+-- Forum: Material Development (https://www.save-point.org/forum-8.html)
+--- Forum: Scripts Database (https://www.save-point.org/forum-39.html)
+--- Thread: H-Mode7 (/thread-3151.html)

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RE: H-Mode7 - MetalRenard - 02-01-2013

You'd be surprised, he often pops in just to answer queries posted on his threads. Give him a chance, the guy's a hard worker.
Funny thing is, he's the one who introduced me to Save-Point, literally said "look for me on here" in a private message on a French forum when I was looking for answers about compatibility. :)


RE: H-Mode7 - jazzkomp - 02-01-2013

(02-01-2013, 01:03 AM)MetalRenard Wrote: You'd be surprised, he often pops in just to answer queries posted on his threads. Give him a chance, the guy's a hard worker.
Funny thing is, he's the one who introduced me to Save-Point, literally said "look for me on here" in a private message on a French forum when I was looking for answers about compatibility. :)
Cool ~~ mayb i juz wait for his reply
while waiting for his reply, i was playing around with height map and other by reading the script
here the result

ORIGINAL
[Image: StartingClassroom.jpg]

MY MAP with HM7
[Image: ori.png]


RE: H-Mode7 - MetalRenard - 02-02-2013

Looking good!


RE: H-Mode7 - penguwin - 02-03-2013

Just want to say thanks to MGC, I've implemented an older version of the script into my game not too long ago, and am very pleased to how much more dynamic my game is looking. I have a good understanding of how it works now and how to create the illusion of having fully functional houses and vertical walls with stairs.

[Image: 23h377l.png]

[Image: 140ez3q.png]


[Image: 2mcvji9.png]


[Image: wqu64j.png]


RE: H-Mode7 - MetalRenard - 02-03-2013

Wow I love how your game looks, that's awesome!


RE: H-Mode7 - DerVVulfman - 02-03-2013

The stark thick borders and subtle pallete shading reminds me of Okami. This is being done with HMode7? Sweet!


RE: H-Mode7 - Raphael Rpg Games - 02-03-2013

This is not H-mode 7, but Neo mode 7!


RE: H-Mode7 - jazzkomp - 02-04-2013

(02-03-2013, 03:39 AM)penguwin Wrote: Just want to say thanks to MGC, I've implemented an older version of the script into my game not too long ago, and am very pleased to how much more dynamic my game is looking. I have a good understanding of how it works now and how to create the illusion of having fully functional houses and vertical walls with stairs.

[Image: 23h377l.png]

[Image: 140ez3q.png]


[Image: 2mcvji9.png]


[Image: wqu64j.png]
awesome!!
I only understand those height map and those texture
you know how to make thing transparent when the wall overlap with player?


RE: H-Mode7 - penguwin - 02-04-2013

(02-03-2013, 08:48 PM)Raphael Rpg Games Wrote: This is not H-mode 7, but Neo mode 7!
I somehow found this very old version which isn't even "H-mode 7" or "Neo-mode 7" as titled.
At the beginning of the script it reads:

Code:
# Mode 7# Written by: MGCaladtogel# Version: unknown# English version date: 21.5.2007

(02-03-2013, 06:47 PM)DerVVulfman Wrote: The stark thick borders and subtle pallete shading reminds me of Okami. This is being done with HMode7? Sweet!
Heavily inspired by Okami, Wind Waker, Paper Mario style, aiming for my whole game to feel like an interactive story book RPG.
I'm actually using bigger proportions for my characters and tilesets, the smallest characterset is 192x256 pixels.


Here's the intro cutscene for my game so far if you guys are interested!



@jazzkomp
I don't really understand your question, could you give me an example?


RE: H-Mode7 - jazzkomp - 02-04-2013

@
well like this

this is my map
[Image: 1.png]

but when i rotate it like this
[Image: 2.png]

the wall completely block the character, i wanna know how to make the wall transparent when it blocking the character