Discussion in 'JS Plugin Releases (RMMV)' started by Jonforum, Feb 25, 2018.
Where do I get a hold of this?
real dynamic shadow integration test .
I must make a new clean version.
With the integration of the pixi.light module, the Workflow changes completely.
So now textures need to be hack with diffuse and normal to work with Layers.
I have to redo everything to make sure that all class can work properly with normal and non normal.
let go for some long nights!
so need a special feature for add light obj on map
more icon, info,mode
Do you have any prevision of when you'll release this amazing plugin?
Dude... I'm think here, this with a good collision & pixel moviment plugin will be amazing. When you release I'll try to use my physic plugin into this, to see if will have a good result
the longest is to properly study all the light API and understand each setting.
It should go pretty fast, maybe another week.
I have to make sure that everything works well and allow the creation of games to orient isometric.
Currently I am on the module of customization of different light that can be added as objects.
release a demo with v0.9
fix new focus helper for pixi target
intelligent IA focus helper
api ponterlock compatibility.
target v1.1 with a full Scene Stage editor
+ Json dataBuilder for cache register
+ new performance design and more clean
Illimited tint coloration on dark and white chanel.
Easy sliders for darckWhite on diffuse, and normal.
New save box
OMG! This is amazing!
Do you've a PAtreon? I would like to support this project (not much though, 10$ only but still I want to support you!)
Will you put pixel mouvement, too?
By the way is it compatible with Rpg maker 1.5.2?
good progress on the editor and in my game engine
I still have a lot of bug on the visual debugger.
here my last engine workflow, hope this can give and help to get nice idea to make your own.
The visualization allowed me to think about how to approach each map without loadings scenes.
Each map will be dynamic and will have here own .js to avoid use eval() code that have poor performance.
to understand the diagram, we must follow each letter in numerical order and by color, like a circuit to print.
new gui data inspector more intuitive inspired from Unreal Engine.
Easy module management.
This is just awesome but ... too hard for me
Oh god that 2.5D, it's awesome
thanks , i add a debug to help understand what append under the hood.
It more easy to work with this.
i need now to add 2.5 D in fight system
The tooltip you added on the "hat," are the stats of the characters with damage formula?
Yes , I would like the player allowed to see damage formula according to these states, this can make it difficult to setup, but i think i can add something simple for the player.
The problem that I have always seen in RPGs is that we have no idea of the dammages made to an enemy or how they will be applied!.
I would like to offer this possibility.
This is my combats proto, the final result should look very similar to this.
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