You could probably add fall damage through a parallel process common event that checks $gamePlayer.z and $gamePlayer.mv3d_sprite.falling.
If the player is falling, compare the current z with the previous z to find the distance fallen since the last frame, then add it into a fall...
Actually I don't think those commands work any more. I actually forgot about those. I'll have to re-implement them. I'll work on an update real quick.
New plugin commands:
mv3d allowRotation <true/false>
mv3d allowPitch <true/false>
mv3d lockCamera <true/false>
You can definitely enable and disable 3D in the map tag. That's they way I've recommended people do it since I added the feature.
The plugin command messing things up when used in autorun events is definitely a bug though.
Actually it seems like events are broken in general on 2D maps. The modded functions were being called instead of the original ones. Should be fixed now.
In the new update ascent/descent speed is the same as the gravity, so you can change the speed the airship moves up and...
The sides of the slopes are defined the same way as any other tile, with side().
And you don't need to use B+ tiles, A tile slopes can also have elevation, but the cliff side will use the same texture as the side of the slope. If you want it to use a different side texture then...
The reason your stacked staircase doesn't work without the proper stair threshold is because I have changed how the platform finder works.
If stair thresh is < the character's height, it will find platforms with z < the top of the character's head.
Otherwise it will find platforms with z <= the...
Altered platform finding function to be less buggy
Platform finder is called less often
on maps with 3d disabled, 3d map is no longer constructed and update functions for 3d objects are no longer called.
fixed bug that prevented fringe tiles with zero height from being walkable...
It looks really good. Though if i might make a suggestion the shadows look a little too dark. You can adjust the ambient light to make them a bit lighter during day.
Create a new plugin loaded after MV3D with this stuff in it.
With plugin command
mv3d fog color #ff0000 5
The 5 is the amount of seconds it takes for the color to change.
You can also change the fog distance with
mv3d fog dist <near> <far> <t>
Where <near> is the distance the fog starts and <far> is the distance the fog finishes. <t> is...
This isn't happening on my end. I created an event with cross shape and collide 0.5, and it works as intended. I can't climb it.
I also created two cross shape events next to each other and put one at height 0.5. Same thing, can't climb it as intended.
The only shape with a different default...
disable() works without parameters again
Screen shake now shakes the camera instead of the screen object, eliminating black borders.
Fixed negative fringe problem. Using a negative fringe won't cause tiles to be culled.
Cancelled the space program.
I've fixed the problem with...
Here's all the old versions. https://github.com/Dread-chan/MV3D/commits/master
Click <> to browse the repository at that point in time.
You draw a line on the side of the tile you want the slope to face. I have a few examples on the slope test map.
One thing to note is...
It will be fixed in the next version.
<mv3d>disable(true)</mv3d> should work in the meantime.
I don't know what you mean. Animations are working fine.
Version 0.3.10 can be downloaded here though...
Each event occupies only one tile, even if it looks larger. You'll probably need to break your platform into multiple events.
When I add support for QMovement it will probably be possible, because that plugin lets you set up collision boxes for events. Right now I still have to fix a...
The main thing I've changed is the behavior of fringe tiles. Also cross tiles you want to walk through need to be star now instead of circle (this change was made to keep the passage rules more consistent). Unless you're doing something unusual with the configuration you probably won't have to...
Layering Dist removed for not-flat events and for sprite events depending on camera angle.
collide(false) will disable collision with other characters.
collide(0) combined with platform(false) will disable collision with other characters.
fixed trigger() configuration function so...
The floating chest is probably caused by the Layering Distance. without it flat shape events and sprite shape events with camera facing down will cause z-fighting issues with the floor, and also get covered up by upper layer tiles. However, flat and sprite events are probably...
There does seem to be a problem where you can't climb on top of objects with collision height equal to the stair thresh. I'll fix that.
event 40 has a collision height of 1, so the difference between the top of event 40 and event 39 is just 0.6 not 1.6.
The problem with events with...
I can't remember if it works on 1.5.2 or not. It definitely works on 1.6.2 though.
"Below Character" events no longer flat by default, but they do have flat collision.
Fixed big Stair Threshold with tall events.