12-26-2010, 12:33 PM
This is all very epic!!!
<3
<3
H-Mode7
|
12-26-2010, 12:33 PM
This is all very epic!!!
<3
12-26-2010, 12:46 PM
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
12-26-2010, 05:35 PM
* 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. (12-26-2010, 11:28 AM)MGC Wrote: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.Quote:Heightmaps only reach 32px in height? Could a later version support other heights so one could be able to craft nice wall enclosures? (12-26-2010, 11:28 AM)MGC Wrote: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.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. (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? :oHeh. 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 *
12-26-2010, 08:35 PM
this is epiiiiic! the best christmas gift ever X3
12-27-2010, 12:04 AM
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!
12-27-2010, 01:11 AM
(12-26-2010, 05:35 PM)DerVVulfman Wrote:That last value's the alpha/opacity. ;p But yeah, that pretty much sums up what I'm thinking. :)(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? :oHeh. 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).
12-27-2010, 10:36 AM
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 :
01-23-2011, 05:30 AM
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.
01-23-2011, 09:26 AM
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 :
01-30-2011, 01:00 PM
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 best |
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