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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 - finalholylight - 03-25-2014

about animation bug, try this :
Code:
module HM7
  class Surface
    def screen_x
      screen_x1
    end
    def screen_y
      screen_y1
    end
  end
end
place it below h-mode7 scripts


RE: H-Mode7 - themeguy - 03-27-2014

So I posted this a while back, but i can't find the "pitch" part of the script you mentioned JayRay. And I only know of pitch having to do with audio, and rotation, am I wrong?


RE: H-Mode7 - JayRay - 03-28-2014

ah okay, sorry, in this case 'pitch' to the y-offset of the map or Elevation of the camera, where it can appear closer to the ground elevation or further waya without affecting zoom. I believe it was something allowed in NeoMode 7 but not in H-Mode, however, I thought it might have been addressed in this thread too.


RE: H-Mode7 - Valkirie - 04-19-2014

Hello :)

Is there any way to push this script any further to get some Mario Galaxy game style ?


RE: H-Mode7 - JayRay - 04-20-2014

nope, Here's the problem, it's not real 3d, so it'd be impossible to sphereize the H-Mode 7 plane into circle. However, by using sprites, and placement, you could render a sphere, picture placement and have a fake version of like the Sonic coin world minigame...

Limits of the system, I'm afraid.


RE: H-Mode7 - JayRay - 05-05-2014

Not trying to necropost, but feel this could be a good thing. I saw how the pivot functions worked, and where the character was centered. What would I need to change in this script to say, keep the character at bottom center of the screen, and have the pivot go from that point, like a First Person Camera, where the character has NO picture but interacts with a height mode engine, much like old-school Wolfenstein3d (except with 32 pixel blocks? and ramps, stairs, angled events and such?)


RE: H-Mode7 - JayRay - 10-01-2014

[Image: 5550bc80af9a769cfa94be6f368b9224.png]

Hey everyone!!!

After a little bit of a break, I decided to start working on Roguehaven again and hit the ground running hard. Going back to original thoughts of having a full open-world Elder Scrolls: Daggerfall - like RPG game... I found a way to hardcode theta coordinates, and hopefully will find a good pathfinding script to ensure that I can do mouse clicking to go to different areas of the map without keyboard presses.

The same theta coordinates, combined with panorama locking, will allow for basic skyboxing as well.

So, that's me in a nutshell.


RE: H-Mode7 - RosyPosy - 10-02-2014


My god thats impressive- Ps1 looking Graphics.


RE: H-Mode7 - greenraven - 10-02-2014

Yeah, the graphics do look a little dated. But given that it's being made with RPG Maker that's pretty damn impressive.


RE: H-Mode7 - RosyPosy - 10-02-2014

(10-02-2014, 01:52 AM)greenraven Wrote: Yeah, the graphics do look a little dated. But given that it's being made with RPG Maker that's pretty damn impressive.
nah I meant it as a good thing- ps1 is my favorite era.