Posts: 2,507
Threads: 75
Joined: Dec 2010
You'd be surprised, he often pops in just to answer queries posted on his threads. Give him a chance, the guy's a hard worker.
Funny thing is, he's the one who introduced me to Save-Point, literally said "look for me on here" in a private message on a French forum when I was looking for answers about compatibility. :)
Posts: 6
Threads: 0
Joined: Jan 2013
(02-01-2013, 01:03 AM)MetalRenard Wrote: You'd be surprised, he often pops in just to answer queries posted on his threads. Give him a chance, the guy's a hard worker.
Funny thing is, he's the one who introduced me to Save-Point, literally said "look for me on here" in a private message on a French forum when I was looking for answers about compatibility. :)
Cool ~~ mayb i juz wait for his reply
while waiting for his reply, i was playing around with height map and other by reading the script
here the result
ORIGINAL
MY MAP with HM7
Posts: 2,507
Threads: 75
Joined: Dec 2010
Posts: 32
Threads: 4
Joined: Jan 2013
Posts: 2,507
Threads: 75
Joined: Dec 2010
Wow I love how your game looks, that's awesome!
Posts: 11,239
Threads: 649
Joined: May 2009
The stark thick borders and subtle pallete shading reminds me of Okami. This is being done with HMode7? Sweet!
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
This is not H-mode 7, but Neo mode 7!
I use Google Translator
, so my English is not so good
! Be patient please!
Posts: 6
Threads: 0
Joined: Jan 2013
(02-03-2013, 03:39 AM)penguwin Wrote: Just want to say thanks to MGC, I've implemented an older version of the script into my game not too long ago, and am very pleased to how much more dynamic my game is looking. I have a good understanding of how it works now and how to create the illusion of having fully functional houses and vertical walls with stairs.
awesome!!
I only understand those height map and those texture
you know how to make thing transparent when the wall overlap with player?
Posts: 32
Threads: 4
Joined: Jan 2013
02-04-2013, 06:52 AM
(This post was last modified: 02-04-2013, 07:43 AM by penguwin.)
(02-03-2013, 08:48 PM)Raphael Rpg Games Wrote: This is not H-mode 7, but Neo mode 7!
I somehow found this very old version which isn't even "H-mode 7" or "Neo-mode 7" as titled.
At the beginning of the script it reads:
Code:
# Mode 7# Written by: MGCaladtogel# Version: unknown# English version date: 21.5.2007
(02-03-2013, 06:47 PM)DerVVulfman Wrote: The stark thick borders and subtle pallete shading reminds me of Okami. This is being done with HMode7? Sweet!
Heavily inspired by Okami, Wind Waker, Paper Mario style, aiming for my whole game to feel like an interactive story book RPG.
I'm actually using bigger proportions for my characters and tilesets, the smallest characterset is 192x256 pixels.
Here's the intro cutscene for my game so far if you guys are interested!
@
jazzkomp
I don't really understand your question, could you give me an example?
Posts: 6
Threads: 0
Joined: Jan 2013
@
well like this
this is my map
but when i rotate it like this
the wall completely block the character, i wanna know how to make the wall transparent when it blocking the character