H-Mode7
Sure, check your tileset. Since you probably copied the tileset fromthe one that MCG has into your project, you want to make sure that your apssability is right for all three layers...
[Image: AVvXsEga1vIr5Rx3FkoFbGo1OoMJAqgq6TeqcbpF...L3AWg=s752]

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Thanks JayRay, I figured it out actually but it took a while, I actually made my own.
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Is there a way to fix the following glitch so that whatever is close to the camera does NOT get smudged out like that? I also do NOT wish to use the black to cover up whatever is close to the camera because it looks even WORSE, THAT way.
[Image: HMode7_Glitch.png]

Thank You!
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Nope, your options are smudge, black, [E] , or giving your game a fancy picture border to cover it up like those old DOS games used to do. Like so [Image: 30015-zeliard-dos-screenshot-a-forest-world-ega-s.gif]
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question... anyone ever figure out how to include a parallax layer that is the same plane as the tilemap? one that scrolls with the tilemap?
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Okay so, I don't think I need a screen-cap to make my point. Using Mode07, I am creating maps with multiple layers of height, so far, provided
I pay careful attention to the tile-set and tile placement, my problem is with what happens when the player steps on an elevated tile. The player himself moves up, but the camera stays pointed at the same place. I am not sure but I don't think there's a "camera" formally, but there is some kind of alignment or projection between the created map and the display, that enables the zooming and rotation that this code gives. Is there anyway to make the camera, or whatever it is centered on the player, regardless of the level of terrain he is standing on? Or would that require the camera to be 3 dimensional (that's assuming that this script is working with what is originally mean to be a 2D display).

My best guess says I'd have to alter code somewhere that effects what the sprite does when it contacts an H-mapped tile, and how the display is shown...

Sorry for my wordiness.
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there was a section or addon of MCG's HMode that actually altered the pitch of the terrain. You could use this in a script that depending on what 'height' a player was, adjusted the pitch to compensate.
[Image: AVvXsEga1vIr5Rx3FkoFbGo1OoMJAqgq6TeqcbpF...L3AWg=s752]

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What is the pitch of the terrain? Where do i find the code inside the script given, and how would I go about changing it? I understand I may have to play with it to get it right, but I don't understand the concept of what I really need to do, so I'd be taking shots in the dark.
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Hey everyone,
I tried to use this script but run into a few problems...
I don't have that much knowledge of ruby/scripting. But maybe someone here can help me...

First thing is that no animations are shown on maps that use this script.
When a event on the map is used as the target for the animation the game crashes with this error:

Script 'HM7 NEW CLASSES' line 482: NoMethodError occurred.
undefined method `>=' for nil:NilClass

If the hero is used as target nothing happens at all.

The second thing is that i want to change single tiles on the map.
The only option I had in mind for that was using a script like this:

$game_map.data[12,5,1] = 4+384

It works on a normal map. But nothing happens on the 7mode maps.
Does anyone here has an idea or enough knowledge to help me
change the script to get those things working?

I'm thankful for any help I can get and hope my bad English won't offend anyone here. xD
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The animation bug has been known for a while and is quite bothersome... as far as tile changes, the game data is pushed through an external DLL for the H-Mode7. I've been playing with it myself... A lot of people are trying to locate MCG, since he's the main guy to talk to about these things. I've heard his MetaLay engine solves this.
[Image: AVvXsEga1vIr5Rx3FkoFbGo1OoMJAqgq6TeqcbpF...L3AWg=s752]

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