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10 ⋆About MGC

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Rank
Coder
- Birthday 09/05/1983
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Website URL
https://www.rgss-factory.net
Profile Information
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Gender
Male
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Location
France
RPG Maker Information
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RM Skill -
Coder
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PhoenixSoul started following MGC
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Playing with MV and three.js : promising !
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MGC started following Mode 7 with the ability to have buildings not be flat, im looking for a a script for ace to do this :o, Mode7 difference to Airship and land 3D and and 3 others
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The map with the buildings was made with RMXP, using the H-mode7 script. I made an tool to export HM7 maps from RMXP to RMVX Ace some years ago (HERE), but you need both RMXP and RMVX Ace.
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Firstly, you should upgrade your version of the script (V.1.7 available - link on this page) . The MODE7_DEFAULT_ANGLE constant in the "Mode 7 Ace" part is the default tilt angle for maps. The MODE7_DEFAULT_ANGLE_AIRSHIP constant in the "Mode 7 Ace Addon Airship" part is the tilt angle when boarding the airship and in that case it overrides the MODE7_DEFAULT_ANGLE value. So setting MODE7_DEFAULT_ANGLE = 30 and MODE7_DEFAULT_ANGLE_AIRSHIP = 50 should do the trick.
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Similar feature as the one in the Neo Mode 7 for RMXP : http://www.rgss-factory.net/2013/10/26/ace-mode-7-ace-v-1-7/
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That's not in my TODO list currently. As Tsukihime wrote, the Ace tilesets/mapping system is not suited for an easy portage of the HM7 script. That would require an external map editor, hence the tool to export RMXP HM7 maps to Ace. I don't know if another scripter is working on a system like this currently.
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You're right, 32 is the tile size. Graphics.width and height are in px, whereas display_x and x are in tiles. So Graphics.width / 32 is in tiles. ax is the distance in tiles between the event and the center of the screen. That's similar for ay. Here's a diagram for ax :
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In attachment there is the "Sprite_character" script I get when I create a new project. Sprite_Character.TXT You should compare it with your version.
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It seems that your script has been modified... If it wasn't done on purpose, replace your "Sprite_Character" script by one generated with a new project. Otherwise try and add the function I wrote above in "Sprite_Character".
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The missing method normally exists within the native scripts. In "Sprite_Character", line 145, do you have this fonction ? def move_animation(dx, dy) if @animation && @animation.position != 3 @ani_ox += dx @ani_oy += dy @ani_sprites.each do |sprite| sprite.x += dx sprite.y += dy end end end
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Hi, Modifying the "mode 7 ace" script so that terrain tags allow you to draw standing up tiles would require a certain amount of work. I don't have the time to do that for the moment (priority to GubiD's TBS), but as I still have some bugs to fix in the "mode 7 ace" script, I'll probably take a look at this problem in the future. I hadn't heard of this one.
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I managed to get this type of error, but not exactly with your configuration. Could you test if you still have the error with the v.1.2 ?
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About this error, could you give the values of all the configuration constants, and the dimensions of your map ?
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First, download the V.1.1 : LINK Then remove the addon "Mode 7 Ace Addon Airship" because you don't want the mode7 to be automatically applied when boarding an airship. Like Chaos17 wrote, add your Worldmap id in MODE7_MAPS_ID (MODE7_MAPS_ID = [1] : it's useless to put '0'). And choose the default angle : MODE7_DEFAULT_ANGLE = 50, or whatever you want.



