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[DYNRPG PLUGIN] DYNMODESEVEN

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1. Would it even make sense to have a sprite in the current form to be set below hero in the current format? I have a feeling that would look pretty awkward and the only way to make it look more passable would be to have it flat like the map itself.
Having anything flat and moving along the map has it's own set of issues, meaning this one could be some time away.
If they're not moving however, that might be more fixable.

2. Thanks, should be fixable. Will fix it when I get the time.

3. If the jump command doesn't affect the screen relative coordinates of the hero/event then probably not, since this plugin is reliant on those coordinates to redraw the sprites on top of the mode 7 rendering.

4. Why wouldn't you have a boundary if the map wasn't set to wrapping anyway? Though I suppose I could default it to some tile to remove the crashing, but then you might risk having a bad boundary texture, rather than just seeing the game crash, and then right away figuring out that you need to set the boundary value to whatever's appropriate.

5. The disabling command "should" remove it, and I think it worked during testing. Will take a look at it though. Could you please post the exact comment command you were using to try and disable it though, just to be on the safe side?

6. I haven't set any limit in the plugin, and I don't see why it would crash at any amount of events, so probably not. Never tried to put that many events on a map just for the sake of testing though, so I'm not entirely certain. I think rm2k3 itself will cap you at 5000 or 9999 events though.
1. The problem I had is that when I walk from behind a staircase or ladder the character goes behind the ladder despite walking over it if you go any other direction into it.

5. Turns out I had to set the scanline to 0 in the @set_horizon.

6. Well I have like over 2k events so far each with a scaled image and no problems so far.

I'm curious to know if you will be adding a rotating command for sprites. This could allow for some clever tricks, such as more 3d like effects. Also an offset command for the x,y of sprites would also be useful.
@1. I suppose ladders would look pretty weird in mode 7 to begin with. If you put the ladder in the upper layer of the chipset, it shouldn't be a problem though and then draw it onto the map, apart from not having event properties that is.

I suppose that's somewhat missing @rotation command, given that you have made a spritesheet with more than 4 angles. Otherwise, you should be able to use the regular direction commands of the event to change the angle of the sprite.
offsets already exist upon creating the sprite, but could also be added to be manipulated anytime I guess
Rave
Even newspapers have those nowadays.
290
Is it possible to make certain tiles/autotiles stand up? So e.g., fences or mountains (one tile one) won't be flattened on map. In any case, I probably won't be returning to 2k3 for now, but I want to know in case I'll want to do that.
To an extent, this is already possible by simply using events with those graphics.
While it probably wouldn't be very difficult to add some command to make this more automatic without the usage of events, it would still suffer from the same problem as with the event sprites:
Your fence is probably look very disjoint.
author=Kazesui
Your fence is probably look very disjoint.


I imagine this is why the ability to render sprites from picture files was included. A 192x16 sprite of a fence is much better looking than the individual tiles that would've made that same fence up were it on a normal map.

At least, I assume that's a main reason for including sprites.
There were 2 main reasons for including sprites.
first was to allow sprites of any size, and the second, being just as important, was to give any amount of angles to the sprite. The latter would be beneficial to people good at spriting, wanting to really give the sprites a more 3D feel.
@Kazesui
I probably should have been more specific, but in game it looks like every sprite is turned into a picture. My question was if you would add a rotation command to rotate the sprite's picture without rotating the map as well(I'm talking about rotating it on it's X axis). Now that I think about it, you probably can't do this because it's not actually 3d. It just seems like it could be done because when you rotate the map the sprites rotate as well and if you could rotate just the sprites you could do some creative things with rm2k3 for games.

Also how come the screen flashes white or red sometimes when I am walking or rotating the angle? I have 170 texture scale, 75 z value, 0,20 horizon.
Rave
Even newspapers have those nowadays.
290
Well, if "map graphics" wouldn't be rotated in direction of camera (billboarding) and instead would be rendered on double-sided planes that are rotated along with map, it would be flat, but it wouldn't look disjointed.

How about it?
I'm not entirely sure what you're suggesting, but regardless, the current algorithm is a simplified floor casting one, which does not really allow for double sided planes without a major overhaul.

@McBick I got the bit where you wanted to have a command for rotating outside of rotating the map. From what it sounds like now though, it sounds wanting rotation in similar fashion of paper mario (i.e. flat sprites which could be rotated). This is not really possible, no, because there is no real 3D rendering going on here. There are probably ways to simplify the rendering for this particular scenario, but it would still require big changes, so no.
Any rotation would either be along the screen plane or along the map plane, given that you've drawn all the necessary poses within the spritesheet.

As for red flashing... for that I you should probably check out your tileset settings and see if you have and tiles dealing damage when stepped upon. There is to my knowledge nothing which would cause you to see flashing like that from the Plugin side.
Well the plugin still is awesome. Also the first thing I checked was the terain, but I have only 1 and its blanked out. Maybe it has something to do with the minimap plugin and not dynmode7.
Rave
Even newspapers have those nowadays.
290
Could you, after finishing this one, develop similar extension that would use OpenGL for rendering? Almost any GPU support it nowadays and it isn't so any particularly high version of OGL would be needed - even OpenGL 1.1 would be enough, maybe even 1.0.
The thought has honestly crossed my mind a couple of times, as it would give me a good excuse to create a plugin called "rm2k3d". While I have a general idea about how I would approach it, lack of time and some lack of DynRPG functionality, this is very unlikely to happen anytime soon.
Rave
Even newspapers have those nowadays.
290
Ah, okay. For your consideration, when you'll be doing it, how about user being able to suply grayscale heightmap, the size of game map (in pixels, not in tiles) so your plugin would use it to "extrude" terrain according to it. If no heghtmap would be provided, flat map, like here, would be assumed.
How would that be even possible using rm2k3 as the engine?
By using a custom rendering method?
I just remembered that mode 7 was used to create doom for the snes, do you think dynmode7 is capable of doing the same and if so how would I go about it?
DynModeSeven can not be used to recreate doom-like graphics. The algorithm I used for DynModeSeven is a simplified ray casting algorithm (only renders "floor" with depth), while for doom, you would need a more general ray casting algorithm (one which also does walls and roof, but must be perpendicular on each other), something which requires more sophistication, and would have me rewrite too much of the plugin.
Ah okay. I thought dynmode 7 was exactly like mode 7 and nintendo did some clever programming to create doom. Still this plugin is awesome.
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