Posts: 11,240
Threads: 649
Joined: May 2009
Did you notice he had another script in the demo to let you use secondary maps to add additional tile levels? I kinda messed with it just this past week, so I'm not familiar with it. But I can go higher than the normal height and you should be able to adjust the camera angle for that. My goal too... Not sure about how the minimap would work out.
The maps would be like...
Code: MAP001 [x][y][whatever...]
MAP002 [MAP001] ---- The 2nd layer connected to the main map
MAP003 [MAP001] ---- The 3rd layer connected to the main map
... or something like that.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 707
Threads: 128
Joined: Nov 2011
definitely, I've only found a few quirks with that... like for instance, if I'm using an autotile with any transparency, I can only use it on layer 2 or 3 on any map, even the child maps... Otherwise, it paints the transparency as the panorama color. Also, when using events, you have to unclick the move and stop animations, or else dude will flat disappear.
Otherwise, things are going very well on my game.
Working on my Hud and message system now...
Whatcha think?
Posts: 11,240
Threads: 649
Joined: May 2009
Holy! That's HMode? That's what you're doing?.... End of transmission... not hijacking thread
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 707
Threads: 128
Joined: Nov 2011
yep, and thanks for taking notice, DerWulfMan, and now that I found a H-Mode7 Visual Equipment, I can start adapting it to my non-RTP characters, for an almost Diablo style feel to characters, but yeah, H-Mode 7 is NOT just for overland maps. I found out some things though to corrected any blemishing or artifacting on walls however.
The best way to create a wall is to do a texture for each "block" of the walls, as well as an event that depicts the wall facing as well, so that when the event fades or splits blocks out, the wall behind it is good (for closeup shots), and when you're far away, and the blocks tend to artifact away from each other, the event soldifies the "wall" and keeps the building looking like it belongs there.
I took out the demo of the full 360 degree movement, replacing it with an 8-point rotation (0,45,90,135,180,225,270,315) and by using variables and an event rotation system.
I don't want to hijack this thread, created another one elsewhere on this forum.
Posts: 707
Threads: 128
Joined: Nov 2011
I am finding a bug... when I place a second layer on the map, and any texture in that map is transparent, it shows the entire layer as black. Is this a bug, or do I need to make everything that would be visible on that second layer slightly higher than black. In reviewing this, I found that autotiles, even ones that have an all black height map, DO show transparent portions as what they are, transparent...
BLOG: JayVinci.blogspot.com
FORUM COMING SOON
Currently working on:
Ambitions: RPG Developer Bakin
Heart of Vox: RPG Developer Bakin
Posts: 98
Threads: 26
Joined: Jul 2011
MGC, would "prohibit" the camera to enter the tiles?
As you know, the camera rotates 360 degrees and nothing prevents it from doing so!
On the other hand, if you put a sort of "Prohibiting or condition" in the camera so that he does not enter the tiles, it would be much better! And avoid the tiles were cut!
I hope this can help you, in fact, you already have forecast for the next version?
Posts: 11,240
Threads: 649
Joined: May 2009
Well, I still have issues using ye classic 'Show Animation' map call on normal events. Can't have an event use the old 'Skill Use' animation on an event. I get an error with get_zoom because the screen_y value for the animation is nil and it can't handle it.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 98
Threads: 26
Joined: Jul 2011
Would import textures always a certain color?
Ex:
In the examples, I used the color white as transparent color texture:
This image shows what the cube with white as the transparent color!
These lines are flashed are the tile and its texture.
I think the color would look better 100% white as transparent color texture!
Then, the system would check the color white and definila as transparent in texture?
See you soon!
Posts: 707
Threads: 128
Joined: Nov 2011
but the textures are nothing more than givingg a texture to the sides of an embossed tile. the tiles aren't 3d. they're just height mapped tiles. that's why no matter how many tiles you put together, if you run up on them, you get black cutoffs. That's because you're seeing the base layer, the panorama. Unless I'm maistaken from what I've heard from MCG there's actually only one base polygon, and that's used and warped due to specifications. The best and only good solution I can think of is for the flat event parkers to be created, so that a flat event can be placed parallel to this ground mesh, and delivered up with an altitude. Then, by adding four more events around it you could create the illusion of a overhang, bridge or what-not, by adjusting the player height to appear to be walking on top of the floating event.
BLOG: JayVinci.blogspot.com
FORUM COMING SOON
Currently working on:
Ambitions: RPG Developer Bakin
Heart of Vox: RPG Developer Bakin
Posts: 98
Threads: 26
Joined: Jul 2011
Hello MGC, you already have a date for when the next demo will come out?
|