- Joined
- Mar 30, 2017
- Messages
- 22
- Reaction score
- 29
- First Language
- Portuguese
- Primarily Uses
- RMMV
Your yep plugin is outdated.I got this error using 0.5.1:
View attachment 136004
In 0.4.8 Version works normal. It's when I use the "Move To" command in YEP_MoveRoute for player movement. When using event movement, the command works normally.
@CoopNinjask and @gRaViJa
how it was before
how it is now
I had problems with qpsrite and now dread_nyak made it so I could use it properly again.
this code is normally from YoraeRasante , but edited to work with newer versions, try it.
Update 0.5.1.4:
- fixed bug where character graphic briefly becomes entire sprite sheet when switching to an image that hasn't been loaded before. (needed to make sure the bitmap was ready before applying the frame data).
- fixed problem where scale didn't update properly sometimes when changing images.
- fixed bug where the top of autotile slopes with non-1 height weren't constructed properly.
- improved face culling with slopes, and fixed some unusual culling at map edges.
ChronoEngine still has some issues. Some of the animations don't seem to crop properly in the demo project I have, and I've noticed that occasionally some events will be invisible when I load the game for some reason. I'll have to do some more in-depth testing at some point.
Same here with ChronoEngineUpdate 0.5.1.4:
- fixed bug where character graphic briefly becomes entire sprite sheet when switching to an image that hasn't been loaded before. (needed to make sure the bitmap was ready before applying the frame data).
- fixed problem where scale didn't update properly sometimes when changing images.
- fixed bug where the top of autotile slopes with non-1 height weren't constructed properly.
- improved face culling with slopes, and fixed some unusual culling at map edges.
ChronoEngine still has some issues. Some of the animations don't seem to crop properly in the demo project I have, and I've noticed that occasionally some events will be invisible when I load the game for some reason. I'll have to do some more in-depth testing at some point.
@CoopNinjask
The bug where it flashes the wrong index for one frame, I hadn't noticed that because so far I'd been testing changing the name and index individually. I hadn't tried changing them together. Thanks for pointing that out.
@rearda22
In the latest version it turned out there was a bug preventing event lights setup in the note from working. Try downloading this new version. If you still have trouble, let me know.
Also please don't call me sir.
Update 0.5.1.5:
Lights across looping edge should work now
Fixed bug where event position wasn't being updated properly across loop (because they were out of render distance)
Prevent shadow material from being disposed
Fix bug preventing note tag event lights from working
Fix wrong index for 1 frame when changing name and index at same time
Hello!, i have seen all the updates and the work with q movement, its awesome what its posible now with the plugin, thanks a lot for all that hard work! i still have to carefully look if i found compatibility bugs yet, but until now, everything seems working just fine!
i have been playing some retro games to make an analysis on the way they work around limits, and i noticed something usefull on final fantasy X - and X-2
they do use 3d models in a lot of things, but they also use pictures to fake 3d, the way it works its thanks to how they use the camera
right now the camera can follow AND move together with the player on the 3dMV plugin, or you can block the y movement or the x movement via script, but i think i found a usefull camera movement i believe is still not posible on the plugin yet? correct me if im wrong...
the idea would be to fix the camera in a exact point of the map via map notetags, but from that point the camera could follow the player when it moves, that would make posible to use images to fake complex 3d figures on the map without loosing the 3d ilusion and without having to make the game use too many 3d models, a mix between pictures and 3d models working together , theres an example of what im talking about on 28:45 on this video
im not sure if you can notice it, but the bar on the first floor and the room on the second floor are full plain images faking complex 3d structures, and they do mix that with a few 3d models... eye cant even notice it, thanks to the way the camera works in those two rooms, the camera dont move with the player,its fix on a static point but it does follow the player ( kinda like when you stand on a point of a map and with your eyes you follow something moving)
do you think it could be a good idea ^^? , not sure if i sound kinda silly
For the camera you can use the camera plugin command on a blank event and just move the event/camera as you want.
mv3d camera target @t <t>
oh i know the camera target thing....i would kinda... mimmic that yeah?, making the camera target the event #x ,make a parallel proces stores the player x y and z positions ....and make conditions so the camera rotate taking on mind the character x y and z position, , i guess it should involve somekind of scripting nope? ... its kinda really complicated, not quite user friendly to be honest , do you have an idea how the script part should be write in that case? so the camera rotate following the player from that event position without moving the event ?
oh and i do know the plugins comand to rotate the camera, i mean the whole process thing ... like i said is not that straightforward , it need to be done with conditional branches and a parallel process alltogether, and even knowing kinda how should it be, i still cant figure exactly the way to make it work, still think if it were a direct camera tag option would save a lot of time and be a lot more user friendly o.o