01-14-2012, 05:22 AM
Raphael, HM7 already has support for 8-dir movement. You need to supply your own 8-dir movement script. Try CogWheel's 8-way script, it works wonderfully
Edit: I decided to play around with HM7 and discovered some bugs..
I have been experiencing the problem that Lupinos recently mentioned where RMXP crashes unexpectedly when a vertical sprite is rotated at a certain angle (for me, this angle was when the "camera" tried to view the sprite at almost 180 degrees, I think it was trying to show the back of the sprite.. Maybe you need to adjust your rotation formula for sprites when swapping from 360 degrees back to 0 or 1)
One bug that I discovered in Version: 1.4.3 is that the texture files flicker for map objects if the colourmap (1st frame of the texture file) has an edge only 1 pixel thick, to fix this, I made the edges 32x2 instead of 32x1.
I have not experienced any problems with displaying roofs on multiple angles, if you have the base block displaying through to the roof block there is a trick to fix this, simply make the base block's tile the same as your roof tile (all done in the tileset) the roof tile is then displayed correctly (because it cannot filter through to a different image, it is the same image).
I'm enjoying working with this new engine very much, thanks so much MGCaladtogel!
Edit: I decided to play around with HM7 and discovered some bugs..
I have been experiencing the problem that Lupinos recently mentioned where RMXP crashes unexpectedly when a vertical sprite is rotated at a certain angle (for me, this angle was when the "camera" tried to view the sprite at almost 180 degrees, I think it was trying to show the back of the sprite.. Maybe you need to adjust your rotation formula for sprites when swapping from 360 degrees back to 0 or 1)
One bug that I discovered in Version: 1.4.3 is that the texture files flicker for map objects if the colourmap (1st frame of the texture file) has an edge only 1 pixel thick, to fix this, I made the edges 32x2 instead of 32x1.
I have not experienced any problems with displaying roofs on multiple angles, if you have the base block displaying through to the roof block there is a trick to fix this, simply make the base block's tile the same as your roof tile (all done in the tileset) the roof tile is then displayed correctly (because it cannot filter through to a different image, it is the same image).
I'm enjoying working with this new engine very much, thanks so much MGCaladtogel!