03-29-2014, 10:49 PM
The way I look at it, we have a preconceived limitation towards RPGMaker XP on up because the default scripts are geared towards a particular game style... That style being a top-down SNES RPG game. It takes extensive work to create a whole new method to render the display.
While most people looked into Mewstreus's original Mode07 from 2006, and continued looking for various Mode7-like 3D angled systems, there had been little effort towards front view perspective systems. Insofar as actual first person systems, there was only one actual system prior to MGC's FPLE system... that system being BigKevSexyMan's First Person RPG from August 2006.
No one can say that the FPLE isn't a major upgrade from BKSM's (BigKevSexyMan's) original system. After all, BKSM's First Person RPG was clumsy looking, had issues where you could see through some blocks, didn't have actual 3D perspectives, and character sprites didn't properly align in the viewport as you would have wished. Most issues were rectified by MGC's system (though you may want to re-think the door charctersets).
I have never been keen on needing additional .dll files in my game, even THOUGH the FPLE uses it to render the graphics in a more fluid manner. But I think that it may be possible to render perspective-based walls through actual ruby code given the opportunity. It is just unfortunate that no one considered following up BKSM's system with any enhancements or corrections since its initial release eight years ago.
That's an invitation, guys.....
While most people looked into Mewstreus's original Mode07 from 2006, and continued looking for various Mode7-like 3D angled systems, there had been little effort towards front view perspective systems. Insofar as actual first person systems, there was only one actual system prior to MGC's FPLE system... that system being BigKevSexyMan's First Person RPG from August 2006.
No one can say that the FPLE isn't a major upgrade from BKSM's (BigKevSexyMan's) original system. After all, BKSM's First Person RPG was clumsy looking, had issues where you could see through some blocks, didn't have actual 3D perspectives, and character sprites didn't properly align in the viewport as you would have wished. Most issues were rectified by MGC's system (though you may want to re-think the door charctersets).
I have never been keen on needing additional .dll files in my game, even THOUGH the FPLE uses it to render the graphics in a more fluid manner. But I think that it may be possible to render perspective-based walls through actual ruby code given the opportunity. It is just unfortunate that no one considered following up BKSM's system with any enhancements or corrections since its initial release eight years ago.
That's an invitation, guys.....