- Jun 14, 2014
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One more questions: how to set event sprite to be horizontally aligned not on center but on the corner of the tile. Can you... make it? With such update it would be possible to create decent dungeon crawlers. So, pls help me! ^^
Another big question - is it possible to show animations outside battle? If yes, then how? (show animations command does nothing or freezes if set to wait for completion).
However it is not a solution because I need to have an option for the player to remove it.
Yes i got animations to work, but either you need the basic event image size or need to redo the math in the script for full animation.
How often are you using this gimmick? If only once, i'd duplicate the map if possible and send them to the new map. Crude but we have to use what we have.
Another option which may not be ideal, for this use case is to put the painting at the end of a corridor. Then depending on your art skill, you can make the event look as if its on the wall, maybe. Then you could change the event to pick a different character in the sheet and it will be updated. That is how i am doing my treasure
chests right now. While its limiting, it prevents ppl from seeing they rotate funny in 3d space. users only see it from one angle, never know any better.
Can you explain a bit, step by step to make sure we are talking about the same thing. Not sure what texture size has to do with the map in our case. 256x256 is the largest room we can make, so I guess you are not talking about room sizes. Which was what I thought you meant initially.
What do you mean by redo the math?
Anyone know how well this plays with HUD / window modifications that always show? Any risk of things popping out of the z layer and covering up menus or dialog?
You can use a simple 3 slide animation without changing the math in the script, Ive gotten that to work but its effectively useless for my project. So I didn't document how I got it to work.
well you don't want to use the default character sheet and have 400x400 events. that would make the sheet over 6000 pixels in size. You really want to stay below 4096 IMO. Most systems can use those fine, I know a lot of intel graphic cards can support 8192 textures now, but it makes me cringe to think of having the image so big really.
Because of this, I think you would want to use the smaller character sheet, that is just a single character per event. That would keep the image at 1600 pixels in size.
Do you use Hudell's Orange HUD? Does that one work, usually?
Also, I've been tweaking bits of the plugin, and have a number of improvements basically done:
Once I get the document cleaned up a bit, I can try to post them- what's a good way to post a while file? There's enough revisions I don't think change instructions will be practical.
This has side-to-side movement,
custom resolution for spritesheets, support for $big sprite sheets,
the option to add sunlight,
and per-map room height and light colors.
I also fixed the setViewDistance plugin command*, which only changed the light radius but not the actual render distance, and adjusted how it computes relative angles to stop sprites from seeming to suddenly rotate when you turned.
Is it possible to set for custom keys?
Could you explain more about that? Is it possible to set that event graphics will not rotate when player turns left/right?
Height option only works on maps without regions for ceiling. Is that as it should be?
Theoretically, I suppose? But there's not enough keys on the default MV layout. It should be compatible with any keyboard config plugins. If that's not enough I could add a ctrl+left / ctrl+right option, so as not to conflict with dashing.
Sprites will always face the player- they're drawn directly onto the screen like stickers. To make one that has a static facing in the world, you'd need to make it part of a mesh- by which I mean, you'd still have to use the tileset instead of an event.
The closest thing you could do would be to make a new 'door' spritesheet that has up/down/left/right, where 'down' is the player facing the door, and left/right are views of the door from the side, or at a very narrow angle? But it would still work pretty awkwardly, sorry.
Can you give any more details on this? For example, <roomHeight: 2> should make your walls two blocks tall, regardless of whether you've put down a ceiling or not. Are you using the exact file I provided, or did you add any other code modifications? The code posted earlier in the thread would definitely change how things work, and might potentially break it.