MGC ISO Engine
#21
sorry for necroposting,


I'm kind of taking a crash course in RPGMaker XV Ace and fished for some scripts to get an isometric view for the game i'm working on.
I have experience in programming and Ruby is something quite new, so it might take some getting used to. Meanwhile, i'd like to ask if there is a way i can only restrict isometric views to battle scenes ONLY. Of course, this means that instead of calling the battle scene i would instead call the isometric engine to make a square map and then just use a custom battle system, with my regular character movement being the default 4-way RM view.
Is it possible that i do not use the modified classes to override entirely the base classes so that i may use another inheriting class to call when the player enters a battle scene?
Sorry if i don't sound coherent in explaining my issue because even now i am still groping my way around using the IDE to implement a custom system.
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#22
Any chance this would get ported to MV?
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#23
I believe MCG IS working on something similar to his Layy Meta engine for RMMV, but until then, Nicolas Dalavouras is working on a plugin that would expand on the current TileD -> MV plugins that are currently being worked to allow to use the Isometric version of the TileD map editor.

This could be huge, as there are now a growing mumber of people that are using the TileD engine. I myself, like TileD, but only as an ease-of-use parallax maker.
[Image: AVvXsEga1vIr5Rx3FkoFbGo1OoMJAqgq6TeqcbpF...L3AWg=s752]

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#24
I do seem to see a small bug in comparison between the RMXP version and the RMVXA version. This bug appears to be with the scrolling down on Scenery, like the cursor doesn't appear to be centered on the correct tile anymore. I don't have this issue with RMXP but would like to use VXAce for the faster engine.
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#25
(02-09-2016, 12:58 AM)vammuse Wrote: oh? even the buildings and trees that he placed? any idea where I can start  to figure out how to do that? haha

Well the same idea was instituted in his H-Mode 7.. when you place a tile on the base heightmap for the level, it calculates the height of layer 1 (the ground) + the heightmap of the actual Tile placed, to create such...

[Image: screenshot6.png]
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#26
(01-24-2017, 04:34 PM)JayRay Wrote: I do seem to see a small bug in comparison between the RMXP version and the RMVXA version. This bug appears to be with the scrolling down on Scenery, like the cursor doesn't appear to be centered on the correct tile anymore. I don't have this issue with RMXP but would like to use VXAce for the faster engine.

Has anyone else noticed this, and is there a bugfix?
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