Alright thank you muchly!@barrydwiseman There was a user a year ago or so who had similar issues. I can't remember how he resolved them so it's best if you search for his posts in this thread and read them. I vaguely remember that he had to something with his Mac to fix it.
Apple deprecated OpenGL, but that shouldn't have any effect on WebGL. The other possibility is that MV needs an update on the Mac side if the underlying node.js client has issues with WebGL maybe.
I would definitely use camera roll to necessary effect. If it really isn't trouble I humbly request. No rush either, game won't be finished anytime soon. I'm going to use it for an interior airplane scene to simulate a plane going down. Also would be useful for Dutch angle shots.Adding both a roll and repositioning of the camera is easy actually. I just didn't add them since they aren't that useful. MV's default camera scrolling should still work just fine with UM7 so you don't really need offsetting other than the implemented custom camera height. As for roll, the only real use case I can see is for some fancy effects. But I can add it if you really want it.
My own UM7 implementation has more side-features than actual Mode 7 related features (aside from curvature). e.g. I have a custom weather system that makes rain and snow (taking into account wind direction) fall across the map rather than just being a screen overlay (I still have to implement cloud overlays in the sky). I also use 8-directional sprites so the game needs to be able to handle that and 4-directional sprites simultaneously. And I have full mouse-based controls for the map and I use a completely custom map/tileset format. So I'm likely never going to add any of these to the public version. xD
A bit too much screen frost filter going on in that second one. xD Gotta tone that down.
You're awesome.@ephesus Sure, I'll add it later then.
Doodads should rotate because of how billboard sprites work. They only keep facing the camera. It doesn't mean they can't rotate with roll. In any case it will work however I implement it and I'll make sure they rotate. xD
What do you mean with the second plane thingy? I'm not sure what you're trying to do there.
I haven't played War Tactics, but I was inspired by the two Ogre Battle games for SNES and N64. So I'm definitely not the first one to come up with that kind of gameplay. xD
@SigmaSuccour This is exactly what pixelization on characters does. This is especially noticeable when there are very subtle movements in pixels like the breathing plugin you mentioned. That's why it doesn't happen when you set it to false. So just turn it off.
EDIT: I took another look at the video. From what I can tell, there is something else messing with the whole thing. I think the camera doesn't appear to ever really stop, but only keeps infinitely getting closer to its target coordinates. I think this kind of behavior could happen without UM7 at all as well, but it might be less noticeable if since sprites aren't scaled. If you can't figure it out, you can make a demo and I can take a look at it.