Neo Mode 7 Script by MGCaladtogel
#41
I made a function like this for the HM7 some times ago. That shouldn't be too hard to transpose it to the NeoM7... But be aware that it means that map rotation should be excluded.
I'll see what I can do.
Some scripts :
Working on :
Reply }
#42
Ah, thank you for the response! Don't worry about the rotation issue, I won't need to rotate when the map is fixed.
I don't have a clue what time is at the moment, so if I sent you the PM after your reply then ignore it :)
Thank you again, I'm very excited about all this, I feel like I can finally get somewhere with my game's aesthetics!

Reply }
#43
Try this script (paste it below the NeoM7 scripts) :
Content Hidden

And add [LS] in your maps names.
Some scripts :
Working on :
Reply }
#44
Genius. You utter genius! This works great so far (I haven't tested transitioning between different maps with different settings yet), and the only minor issue is that when I set a new pivot/zoom value, the player has to walk across the map a bit before the map sticks in place. But this is hardly a problem, I can just make this happen during a slightly extended transition, which I have to do anyway so the pivot and zoom doesn't suddenly snap into place just after the transition, and to ensure all the graphical elements are in place before the player sees the map.
Thank you so much, MGC, I'll let you know how I progress with this idea, and if everything runs smoothly once I get the chance to test the other things.

Reply }
#45
Hey, i think NeoMode is complete and utter genius at its best Laughing . but I'm experiencing a problem with it however. when i use Neo mode the character sprite glitches halfway through the floor. is there anyway to fix this? also is it possible to use the SDK version of Caterpillar with Neomode (when i tried to use it, a prompt came up saying neomode has divided by zero?!?)lol

Many thanks in advance
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#46
Hey, MGC.
I've run into an issue where if the map is any bigger than 20x15 tiles, the map moves with the hero, despite the zoom level, or being able to see the whole map on the screen. Is there a way that I might be able to set a tile of the map to centre on? Either as a value in the script based on MapID (you know, one of those lists with 001 => [019,014] that kind of thing) or in a script call or something?
Or maybe not exactly that, but whatever works best or is less of a hassle. If it would be easier to set it by pixels instead that would work fine.

Sorry about this, I hope I'm not causing too much bother ^^;

Reply }
#47
xerojester > could you post a screenshot of your problem with characters sprites? And a link to the caterpillar script ?

NekoMage > Use this script instead of the one above :
Content Hidden

And use in your maps names : [NSX/Y], where X and Y are the coordinates of the focused tile.
example : [NS10/8] will center the camera on the tile at coordinates (10, 8).
Some scripts :
Working on :
Reply }
#48
You deserve an award, MGC. I was squealing with joy when it worked. Everything fell into place ;u;
Thank you many times over, you've made my idea possible!

I regret that I have one more thing to ask about. The eight direction system in the script doesn't cover the actual movement in eight directions, does it? So far I think it only affects the facing of the sprite, which in turn is only affected by the rotation of the map. Is there a way of turning this into a working movement system?

I have tried using other movement systems, like the more frames and movement script DerVVulfman posted, but if I place them before Mode7 they're predictably overwritten, and in the case of the aforementioned script, if placed below Mode7, the player is no longer affected by Mode7 and walks around the whole screen, without the sprite resizing.
That system was a little bit too complex as well, I only wanted eight directional movement with a higher amount of frames and a separate standing pose.

I think this might be something I should ask about in a separate script request/support thread. I feel I've taken up enough of your time.
But thank you greatly for everything you've done so far, you genius, you! :)

Reply }
#49
hi there, i got a problem with the mode 7 script...

i spend more than 3 days in a very nice mode7 sequence in my intro, all good.

yesterday i added the "Transition Pack 1.11" from Fantasist to my project and bump...


Script Neo Mode7 Part3' line 265: NoMethodError occured.
undefined method `spriteset' for #<Transition:0x8b19070>

heres a link to the transition pack script:

http://forum.chaos-project.com/index.php?topic=1390.0


pls help me, i dont want to throw out the transition pack or the mode 7 script.
and sry for the bad english...
Reply }
#50
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
    @already_aliased_neoM7_transition = true
  end
  def update
    if $scene.is_a?(Scene_Map)
      update_neoM7_transition_sprite_character
    else
      update_neoM7_sprite_character
    end
  end
end
Some scripts :
Working on :
Reply }


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