H-Mode7
#11
This is all very epic!!!
<3
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#12
Ooh, reading Derv's post just gave me an idea relating to mapheight. How about having a setting where the developer could set the max height offset? :o
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#13
* DerVVulfman stacked 3 matching 32px high wall tiles on top of each other (1 per layer) and made a 3-tile/64px high wall. Prevents decorations on the wall though... for now.*

Hey, MGC. I see you're like me and respond to individual quotes. Heh. Happy

(12-26-2010, 11:28 AM)MGC Wrote:
Quote:Heightmaps only reach 32px in height? Could a later version support other heights so one could be able to craft nice wall enclosures?

I think that's possible (but not beyond a height of 8 tiles). I just made some tests with all heights doubled, and there seemed to have no supplementary lag.
The main problem is the configuration. Perhaps I'll have to create a small external tool to associate tiles with theirs heights and textures.
Going up to 8 tiles in height? I was thinking just 4 myself. 5 if you consider the pre-defined 'priorities' settings that let you walk behind trees and such. And regarding an external tool... why not check the height of the 'Texture_' files when the maps load to garner the heightmap data? You could use a single tile that looks like brickwork and associate it with 'Texture_004' which could be 3-tiles/108px high.

(12-26-2010, 11:28 AM)MGC Wrote:
Quote:And seeing how you have MGC_ISO Engine in your 'working on' sig, I don't see that combining the two would be difficult now.

For the moment, it's still really difficult, because the ISO engine works with a 3D gameplay, wheareas the HM7 modifies only what is displayed on the screen.
It must be the movement system. With the visually appealing system you created here and the new chase-view add-on requested by Kristovski (he beat me to the punch...), one could say you could have a faux-ISO system here.

(12-26-2010, 12:46 PM)PK8 Wrote: Ooh, reading Derv's post just gave me an idea relating to mapheight. How about having a setting where the developer could set the max height offset? :o
Heh. I guess you mean that black(0,0,0,0) being absolute 0 heightmax and white(255,255,255,255) being 'max height' and the system recalculates the increments when the range at initialization. I wouldn't go beyond a 64 heightmap if that's the case (merely doubling the range if the heightmap goes to 32).

* DerVVulfman now goes to figure out diagonal walls *
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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#14
this is epiiiiic! the best christmas gift ever X3
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#15
OMG MGC!
That's amazing, a piece of art.
Some things are kinda strange, like the jump command, that acts more like a fast slide, but it's in a early version, so it's normal.
Very interesting the way you used the textures and lightning to give a 3D feeling to the game.
Perfect for FFT and Disgaea like games.
Another great work, congratulations.

Best Regards!
[Image: YSZsD.png]
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#16
(12-26-2010, 05:35 PM)DerVVulfman Wrote:
(12-26-2010, 12:46 PM)PK8 Wrote: Ooh, reading Derv's post just gave me an idea relating to mapheight. How about having a setting where the developer could set the max height offset? :o
Heh. I guess you mean that black(0,0,0,0) being absolute 0 heightmax and white(255,255,255,255) being 'max height' and the system recalculates the increments when the range at initialization. I wouldn't go beyond a 64 heightmap if that's the case (merely doubling the range if the heightmap goes to 32).
That last value's the alpha/opacity. ;p But yeah, that pretty much sums up what I'm thinking. :)



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#17
Quote:Going up to 8 tiles in height? I was thinking just 4 myself. 5 if you consider the pre-defined 'priorities' settings that let you walk behind trees and such. And regarding an external tool... why not check the height of the 'Texture_' files when the maps load to garner the heightmap data? You could use a single tile that looks like brickwork and associate it with 'Texture_004' which could be 3-tiles/108px high.

Textures files are optionnal, so I don't think it's a good idea to read the height here.

PK8 & DerV > I like the idea of a "max height" setting but it will be applied on all the elements without distinction... So I don't know if it's really useful (or I didn't understand what you truly mean).

MetalRenard, blackheart & AzorMachine : thank you for your comments !

Quote:Some things are kinda strange, like the jump command, that acts more like a fast slide, but it's in a early version, so it's normal.

Oops ! I didn't try the jump command... (Must change that in the next version).
Some scripts :
Working on :
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#18
MGC hasn't been back since the recent hack, so I'm posting this little ... BUMP ... to version 1.1.

There were a few bug fixes, including a float-point thing he resolved. And he added the ability to have more than the default 4 sides for events and the player sprite. And for those interested, it does work with Cogwheel's Pixelmovement script.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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#19
Thanks, DerV.

I updated the link in the first post.
I must add that the DLL has changed since the v.1.0.
Some scripts :
Working on :
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#20
Spectacular! I never imagined I would play 3D RPG Maker!Thank you very much!
I hope another version with more hight levels.
Exist a version of the script for VX?
And how many hight levels can I get? 2or 3?

You're the bestVery cheery
Reply }


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