I'm trying to use a sprite that faces 24 directions, but it's working funny o_O
I've put this next to the other dirs in the script:
Dirs[24] = [20,21,22,23,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19]
(As per the order of directions in the sprite below)
And the sprite looks goods if it stays still and I just rotate the camera. But the direction it's facing is only dependent on the camera, not the way it's walking o.O It's sort of strafing.
??? o.O http://img.photobucket.com/albums/v283/c...4_dirs.png
ChainsawTaft > that's because the first four patterns must be the classic ones : down, left, right and up (that wasn't well explained indeed).
And if you use 24 directions, the height of your charset must be divisible by 24 (yours was 636 -> 636 / 26 = 26.5).
I resized your image to a height of 648 px, and using :
Dirs[24] = [0,19,20,21,22,23,2,4,5,6,7,8,3,9,10,11,12,13,1,14,15,16,17,18]
it seemed to work correctly.
finalholylight > around the beginning of "HM7 MODIFIED CLASSES" you'll find :
Code:
if defined? Game_Player::CENTER != nil
self.hm7_center_y = Game_Player::CENTER
else
self.hm7_center_y = 240 - 16 << 2
end
Instead, just keep :
Code:
self.hm7_center_y = 240 - 16 << 2
(and I don't know what the purpose of the constant CENTER... seems unused ?)
I'm trying to use a script, it will makes a pokemon follows you.
but when the player is at a map with Hmap the pokemon doesnt show. (with Hmode scripts intoo the sript editor)
but when the player is at a map without 3D i can see the pokemon (with Hmode scripts intoo the sript editor)
Pleasse help me!
Hello again MGC. the next version of the h-mode 7 you could make the tiles, rather than their black or get cut, translucent and stay we can regulate how they would be translucent?
Here is my tip!
Bye!
renekokkie > try this (paste it below the other scripts) :
Content Hidden
Code:
module HM7
class Tilemap
alias follow_me_hm7_initialize initialize
#--------------------------------------------------------------------------
def initialize(viewport, spriteset)
follow_me_hm7_initialize(viewport, spriteset)
@surfaces.push(HM7::Surface.new($game_party.follower_pkm, self, @viewport))
self.need_update_surfaces = true
update_surfaces
end
end
end
Raphael Rpg Games > It's even harder to have translucent pixels than normal ones, because in that case the pixel is a combination of multiple data. But I'm aware that the cut is a problem.
(03-15-2012, 08:34 PM)MGC Wrote: Raphael Rpg Games > It's even harder to have translucent pixels than normal ones, because in that case the pixel is a combination of multiple data. But I'm aware that the cut is a problem.
so that make it normal, I hate cut elements, even black or no black cut, it makes map ugly.
And one more idea, can you make a 3d look in next version , like this:
So you can have the camera out instead of entering the tilesets (thereby making the tiles become cut or black), her ally zoom, as if she were being sandwiched by the player and the tileset? Or, make the camera go up the tile, but without losing sight of the player? Another thing too, you could do with the tiles were like dry boxes, you know, as if only they were given forms the textures, the same trees 3D!
finalholylight > Adding a vertical vanishing point is too much work, and I don't know how to do it without a hell of lag.
Raphael Rpg Games >
Quote:So you can have the camera out instead of entering the tilesets (thereby making the tiles become cut or black), her ally zoom, as if she were being sandwiched by the player and the tileset? Or, make the camera go up the tile, but without losing sight of the player
You can already play with the [C1] and [C2] options, but modifying the slant angle is an interesting idea.
Glad you liked the idea!
But you could also zoom ultilizar idea!
Pay attention:
This is a normal picture without zoom! Now I will bring the character to the screen!
In this image, zoom increased toward the character so that the camera does not enter the walls and they would not be black, ie, the camera did not follow the movement of the screen, but shifted (increased zoom) until the character!
This command could be activated by the command [Z] (zoom) the name of the map like this:
Castletown [HM7] [# 55] [Z]!
Hope you enjoyed the ideas given!
See Ya!