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Messages - Blizzard

1
Weird, I could have sworn that, too. O_o
2
RMMV Script Database / Re: [MV] Ultra Mode 7
September 12, 2019, 04:13:41 am
Unfortunately making events with tile graphics work is not as easy as it may seem. The map rendering code is completely separate from the sprites on the screen and map tiles in events are rendered as sprites. In order to make them work, a complete rewrite of the sprite system in PIXI would be required to support 3D coordinates properly. Since a lot of code depends on the sprite system, it requires rewriting a lot more other code just to make the sprites work and not break everything else. So this is a feature that I won't be implementing.



Can you explain the event rise? If it's what I think it is, this plugin might help you solve that issue: https://forums.rpgmakerweb.com/index.php?threads/character-anchors.105599/



If you want to use zooming, you should use UM7 directly. Other plugins will likely cause issues, because the map rendering in UM7 had to be rewritten completely so it's mostly incompatible with map zooming plugins.
As for the path indicator, I'll fix that. It slipped my mind to apply proper zooming to it. xD

As for the additional stuff for the path indicator, this can be done as a completely separate plugin and it's actually outside of the scope of this one. I don't actually intend to make any more plugins for MV (except for maybe a good localization system). I mostly shared this plugin since I already created it for my own game and I know that people have been looking for a good Mode 7 script since the RMXP days.



You can zoom into the map by changing the camera Z distance coordinate. The rest requires a little bit of extra coding. I likely won't be implementing it, because it's a very, very specific feature and it changes the controls. I was actually asked the same question recently so you can look up some extra info here in these posts: https://forums.rpgmakerweb.com/index.php?threads/ultra-mode-7.94100/page-36#post-991164



As for the sprite priority, this is yet again a 3D issue. Since mountains are flat tiles and sprites are rendered after/above the map, this isn't fixable in a classic sense. Those are simply technical limitations of essentially using a 3D map in a 2D engine/game. Besides limiting the pitch angles the player can have in the game, I can suggest two ways to go about this:

1. When using a flat map, you might want to consider turning UM7 off for them. That way the standard code for maps will be used and the tiles that appear above characters will be rendered properly.
2. Create events for "upstanding" graphics likes mountains or trees. If you run into event render order issues, this is because MV doesn't use a Z coordinate for render order anymore as RMXP did. This guy had the same problem: https://forums.rpgmakerweb.com/index.php?threads/ultra-mode-7.94100/page-37#post-1000156 and Arend suggested to use MOG Event Sensor to fix it.

I actually had a similar issue in my game. I solved it by limiting the pitch to a value that still makes everything look good while also adding a bit of code to make sure characters are rendered from top to bottom on the screen to create the illusion of depth for sprites (along with scale obviously).
3
News / Suggestions / Feedback / Upgrade to SMF 2.1 RC2
August 25, 2019, 09:25:10 am
Due to issues with PHP 5.3 on our host, we had to upgrade SMF to v2.1 RC2. Because of this we'll be using a different theme until our old theme is restored. I slightly edited the current theme so that the colors fit our original color scheme. There will likely be issues around so feel free to post them here if you find them.
4
You can probably do something like "$game_variables[ID_HERE] = $game_map.name" or however the map name was implemented in that script. Then you just display the variable with \v[ID_HERE] in the event text. I suggest you pick one variable for this and don't use it for anything else.
5
Try running the game as administrator.
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Does it affect the same files or not? It's possible that it has issues with playing MIDI files, but works fine with OGG.

Same for the transition files. Are they in a different file format? Do other images have this issue of not being able to be loaded?
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Just had to change the topic title and remove a key term (only one key term is supported) and now it works fine. :)
12
Please use this template so your script can appear properly in the Script Database.
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RMXP Script Database / Re: [XP] XP Ace Tilemap
March 24, 2019, 07:25:09 am
Quote from: KK20 on March 24, 2019, 12:22:32 am
Additionally, Planes initialized without a Viewport on larger resolutions would not appear


So, if I decide to make CP 16:9, I'll have to update?
14
Welcome! / Re: Not new. Hi.
March 20, 2019, 06:12:11 am
:welcome:

We're all basically hanging out in Discord. xD
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RMXP Script Database / Re: [XPAce] Audio Add-Ons
February 06, 2019, 05:00:01 am
Hm, not sure where to put this in the database. It's an XP script, but requires XPA. :/
17
You might wanna try call RegFlushKey before RegCloseKey. https://docs.microsoft.com/en-us/windows/desktop/api/winreg/nf-winreg-regclosekey

Quote
The RegCloseKey function does not necessarily write information to the registry before returning; it can take as much as several seconds for the cache to be flushed to the hard disk. If an application must explicitly write registry information to the hard disk, it can use the RegFlushKey function. RegFlushKey, however, uses many system resources and should be called only when necessary.
18
You should update the original post if you haven't already.
19
That's a shame. :/ Well, that's XP for you.
20
I'm not 100% sure, but I think those settings are put into the registry. If you could track down where they are, you could easily use a registry modifier script to change that.