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Thread: MGCaladtogel's Mode7 Script causes an error in Spriteset_Map:
Post: RE: MGCaladtogel's Mode7 Script causes an error in...
None of my mode 7 scripts. But this one does (there's a dl link on Youtube with the second video) :
ShiningAdvances' mode7 video (http://www.youtube.com/watch?v=ZKJ6uO76FYg)
ShiningAdvances' mode7 v... |
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MGC |
Code Support
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6 |
8,775 |
08-14-2013, 07:58 PM |
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Thread: MGCaladtogel's Mode7 Script causes an error in Spriteset_Map:
Post: RE: MGCaladtogel's Mode7 Script causes an error in...
Did you still get the error with the script from the download link in my previous post ? It's the same old script (new mode 7), but in its latest revision. |
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MGC |
Code Support
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6 |
8,775 |
08-14-2013, 07:40 PM |
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Thread: MGCaladtogel's Mode7 Script causes an error in Spriteset_Map:
Post: RE: MGCaladtogel's Mode7 Script causes an error in...
Hi, I got this error when I transfer from a mode7 map to a normal map with an old version of this script. Is that your scenario ?
I don't get it when using the latest version here : DOWNLOAD (http://... |
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MGC |
Code Support
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6 |
8,775 |
08-14-2013, 06:17 PM |
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Thread: FPLE : First Person Labyrinth Explorer
Post: RE: FPLE : First Person Labyrinth Explorer
Taylor Wrote:
--
What graphic does your event use? I just did a test and discovered I'd get an error if the transfer event used part of the tileset. Try using a character sprite, 0% opacity if you wa... |
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MGC |
Scripts Database
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66 |
128,366 |
11-10-2012, 09:28 AM |
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Thread: H-Mode7 maps in RMVX Ace
Post: H-Mode7 maps in RMVX Ace
Importing H-Mode7 maps in RMVX Ace
Version : 1.1
H-Mode7 Engine Version : 1.4.4
Introduction
This system allows you to import H-Mode7 maps created with RMXP directly in a RMVX Ace project.
... |
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MGC |
Scripts Database
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5 |
39,489 |
10-20-2012, 03:05 PM |
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Thread: MGC ISO Engine
Post: RE: MGC ISO Engine
daylights > I think you have to write in English on this forum (or PM me). Your problem is that you can't get your maps in your parent project, after saving them and manually paste them in the data fo... |
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MGC |
Scripts Database
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26 |
74,334 |
06-05-2012, 07:03 AM |
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Thread: Neo Mode 7 Script by MGCaladtogel
Post: RE: Neo Mode 7 Script by MGCaladtogel
Taylor > I don't intend to modify this script any more (it's really old). But I'm sure I saw some projects using this script in a smaller window, so that should be possible.
udivision > I don't add... |
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MGC |
Scripts Database
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59 |
111,693 |
05-09-2012, 07:19 AM |
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Thread: Importing FPLE maps in RMVX
Post: RE: Importing FPLE maps in RMVX
An exporter based on this one for VX should be fairly easy to make. However the main problem is that the DLL is not compatible with ruby 1.9.
So until I modify the DLL there is no way that Ace could h... |
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MGC |
Scripts Database
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5 |
15,731 |
04-21-2012, 09:42 AM |
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Thread: Importing FPLE maps in RMVX
Post: RE: Importing FPLE maps in RMVX
I didn't plan to make a version for RMVX Ace for the moment. |
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MGC |
Scripts Database
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5 |
15,731 |
04-18-2012, 07:17 AM |
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Thread: H-Mode7
Post: RE: H-Mode7
Raphael Rpg Games > It could be possible to add a system that "hides" cut parts that exceed a certain height, but what if it displays a wall going all along the y-axis ?
Ho-oh112 > Nope, it's just ... |
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MGC |
Scripts Database
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395 |
652,919 |
04-04-2012, 07:22 PM |
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Thread: MGC ISO Engine
Post: MGC ISO Engine
MGC ISO Engine
Version: 1.1
Introduction :
I created a first system to handle an isometric view for RMXP in summer 2006. You had to create two maps : one "classic" and the second "isometric... |
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MGC |
Scripts Database
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26 |
74,334 |
03-31-2012, 04:24 PM |
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Thread: Neo Mode 7 Script by MGCaladtogel
Post: RE: Neo Mode 7 Script by MGCaladtogel
I found a compatibility issue in the class Spriteset_Map, so paste this patch below the two scripts :
[spoiler]
Code:
--
#===========================================================================... |
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MGC |
Scripts Database
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59 |
111,693 |
03-28-2012, 04:35 PM |
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Thread: Lily's Item Identifier
Post: RE: Lily's Item Identifier
DerVV > I didn't had the bug yamina-chan reported, but I had some other problems :
lines 657 and 666, there is :
657 : @difficulty = 100 if difficulty > 100
666 : if difficulty > @skill
That shoul... |
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MGC |
Scripts Database
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3 |
7,202 |
03-22-2012, 08:53 PM |
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Thread: What's up, RMers?
Post: RE: What's up, RMers?
Legacy, are you sure about "今すぐ節約" ?
I thought the meaning of "節約" was "to spare money" or "to save time"...
I checked on a few games in Japanese, and they all use the English word "save" written ... |
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MGC |
Development Discussion
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2,658 |
1,840,092 |
03-22-2012, 08:21 PM |
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Thread: What's up, RMers?
Post: RE: What's up, RMers?
Tested the HM7 engine in RMVX Ace : it's so laggy I doubt that I'll ever release an importer tool.
http://www.youtube.com/watch?v=NmWXe4JIZ4k |
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MGC |
Development Discussion
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2,658 |
1,840,092 |
03-18-2012, 08:56 AM |
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Thread: H-Mode7
Post: RE: H-Mode7
finalholylight > Adding a vertical vanishing point is too much work, and I don't know how to do it without a hell of lag.
Raphael Rpg Games >
Quote:
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So you can have the camera out instead of e... |
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MGC |
Scripts Database
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395 |
652,919 |
03-18-2012, 08:51 AM |
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Thread: H-Mode7
Post: RE: H-Mode7
renekokkie > try this (paste it below the other scripts) :
[spoiler]
Code:
--
module HM7
class Tilemap
alias follow_me_hm7_initialize initialize
#--------------------------------------... |
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MGC |
Scripts Database
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395 |
652,919 |
03-15-2012, 08:34 PM |
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Thread: Victor Engine - Animated Battle
Post: RE: Victor Engine - Animated Battle
I don't have VX Ace yet, but I read your user manual and I must say I'm very impressed by the possibilities of that script.
But don't you think it could be a bit too complex to use for classic RM use... |
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MGC |
Scripts Database
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4 |
13,744 |
03-09-2012, 07:40 PM |
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Thread: Neo Mode 7 Script by MGCaladtogel
Post: RE: Neo Mode 7 Script by MGCaladtogel
Hi,
try this patch below the two scripts :
Code:
--
class Sprite_Character < RPG::Sprite
if !@already_aliased_neoM7_transition
alias update_neoM7_transition_sprite_character update
... |
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MGC |
Scripts Database
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59 |
111,693 |
03-08-2012, 08:34 PM |
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Thread: H-Mode7 maps in RMVX
Post: H-Mode7 maps in RMVX
Importing H-Mode7 maps in RMVX
Version : 1.0
H-Mode7 Engine Version : 1.4.4
Introduction
This system allows you to import H-Mode7 maps created with RMXP directly in a RMVX project.
Features... |
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MGC |
Scripts Database
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1 |
13,816 |
03-07-2012, 10:24 PM |