H-Mode7
Ah, I just finished my Visual Equipment for the old version. Oh well.
Hey, I just noticed that the animations don't correspond with the character really well. I've been using
Code:
@tilemap.spriteset.play_animation(@character.animation_id, screen_x, screen_y - character.altitude * (1.0 / 8.0), get_zoom)
In an attempt to correct it instead of just
Code:
@tilemap.spriteset.play_animation(@character.animation_id, screen_x, screen_y, get_zoom)
But it's a smidge off.
That's another thing I've noticed with the camera too; It won't follow you as you increase altitude (thought there's really no need to have it, since you can't go off the screen unless you're zoomed in too far.)
Awesome now that you have animated textures, as well as wall events. Now my doors look real and so do my waterfalls. Thanks!
Reply }
I had a problem when I used alpha 35 on map

[Image: HM7-alpha35.png]


Ps: can you make this script works on 300*300 tiles map :-s
How to rotate shadow of high-tiles on map ?
Reply }
Chaotech Games > it's a good thing to add the altitude for animations, but I think there could be an influence of the camera mode too.

finalholylight > your problem should be fixed in the v.1.3.1 (cf. first post).
To remove the limit of 200*200 tiles maps, just look at the beginning of the method "setup" in the "Game_Map" class (HM7 MODIFIED CLASSES - line 279). You'll find this code :
Code:
if width > 200 || height > 200
      return
    end
I put this restriction to prevent the loading from being too long. You can remove this code if you want.
And I really don't understand what you mean by : "How to rotate shadow of high-tiles on map ?". Could you be more precise, please ?
Some scripts :
Working on :
Reply }
Hello MGC

i've get a special compatible script for pspds.
but now i've H-mode7 1.3.
and the screen is realy weird with and without:
With:
[Image: screenieow.png]


Without:
[Image: knipselj.png]


What are wall events?
and maybe; can i get the DLL for the eight layers, too?

Regards renekokkie
Reply }
I means this :
[Image: shadow.png]
ps: thanks for the fix at v 1.3.1 :x
Reply }
renekokkie & all PSPDS users > here's the trick to make the HM7 1.3.1 compatible with the PSPDS v.0.3 (I don't know what are the differences in the v.0.4) :

1. In the script "DS Résolution" (between "Sprite_Timer" and "Spriteset_Map"), you have to replace the class "Game_Character" (lines 19 to 86) by :
Content Hidden

2. Paste the HM7 scripts below the PSP scripts. Then between "Kristovski's Add-On" and "Main", paste this small compatibility script :
Content Hidden

3. Set the HM7 zoom to 50%. You can do that by modifying the value line 69 of "HM7 MODIFIED CLASSES" (in the method "def hm7_reset") :
self.hm7_zoom = 50

4. Set the HM7 constants HEIGHT and WIDTH (at the bottom of "---- MGC : H-Mode7 ----") to :
Code:
WIDTH = 288
HEIGHT = 216

With that method, only what is seen on the screen will be computed, so you'll suffer less lag. You can even try the option [DF] to increase the quality.


finalholylight > OK, that's clear now. That's not possible in the current version.
Some scripts :
Working on :
Reply }
About bush flag: I think it not work anymore

v1.2.2
[Image: hm7-122-1.png]

v1.3
[Image: hm7-13-3.png]

A problem when I go near the top of map:

v1.2.2
[Image: hm7-122-2.png]
[Image: hm7-122-3.png]

v1.3
[Image: hm7-13-1.png]
[Image: hm7-13-2.png]
Reply }
finalholylight > there was a problem with the altitude of "not-wall" events. That should be fixed in V.1.3.2 (cf. first post).
Some scripts :
Working on :
Reply }
(09-28-2011, 08:50 AM)MGC Wrote: renekokkie & all PSPDS users > here's the trick to make the HM7 1.3.1 compatible with the PSPDS v.0.3 (I don't know what are the differences in the v.0.4) :

1. In the script "DS Résolution" (between "Sprite_Timer" and "Spriteset_Map"), you have to replace the class "Game_Character" (lines 19 to 86) by :
Content Hidden

2. Paste the HM7 scripts below the PSP scripts. Then between "Kristovski's Add-On" and "Main", paste this small compatibility script :
Content Hidden

3. Set the HM7 zoom to 50%. You can do that by modifying the value line 69 of "HM7 MODIFIED CLASSES" (in the method "def hm7_reset") :
self.hm7_zoom = 50

4. Set the HM7 constants HEIGHT and WIDTH (at the bottom of "---- MGC : H-Mode7 ----") to :
Code:
WIDTH = 288
HEIGHT = 216

With that method, only what is seen on the screen will be computed, so you'll suffer less lag. You can even try the option [DF] to increase the quality.


finalholylight > OK, that's clear now. That's not possible in the current version.


Thankyou but it is still laging i think i will use Hmode V.1.1.2

P.s can you maybe send me the 8 layer DLL?

Reply }
hello first thank you MGC but i have an error in the script HM7 MODIFIED CLASSES at the line 645.
The log:
---------- Error of script : HM7 MODIFIED CLASSES ----------
----- Type
NameError

----- Message
uninitialized constant HM7::Tilemap

----- Position in HM7 MODIFIED CLASSES
Ligne 645

----- Backtrace
Script : HM7 MODIFIED CLASSES | Line : 645 | Méthode : in `initialize'
Script : Scene_Map | Line : 13 | Méthode : in `new'
Script : Scene_Map | Line : 13 | Méthode : in `main'
Script : Main | Line : 58

it is at this line: @tilemap = HM7::Tilemap.new(@viewport1, self) and it's when i put [HM7] in the title
it's like this: "route 133[#20][HM7]" is the name of the map
thanks for help me
Reply }


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