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[DynRPG Plugin] DynModeSeven
Something like that stage should probably be possible, just don't count on being able to do those curved lines on the top properly.
@gadesx
Realtime could get difficult, since I don't have access to the cached map information. The information I use for the DynModeSeven Plugin is the information stored in the map files themselves as well as the information in terms of tile properties given in the database. I might be able to alter the properties of tiles, but altering the tiles themselves remains problematic for now (unless you're able to reload the map for your "realtime").
@gadesx
Realtime could get difficult, since I don't have access to the cached map information. The information I use for the DynModeSeven Plugin is the information stored in the map files themselves as well as the information in terms of tile properties given in the database. I might be able to alter the properties of tiles, but altering the tiles themselves remains problematic for now (unless you're able to reload the map for your "realtime").
[DynRPG Plugin] DynModeSeven
Mode 7 in the Super Nintendo is a hardware graphics mode, which allows scanline scaling and rotation of a single background, that's all. In other words, the nintendo game developers already had to use a bit of clever programming to turn this into the pseudo 3d rendering which it is usually associated with. Depending on what you consider clever, almost any programming on the snes could be considered clever, considering the hardware limitations. Alone because rm2k3 is on a computer, DynModeSeven is not going to be exactly like the mode 7 on the snes, and it would not be very user friendly to try an emulate it either (or plugin-developer friendly for that matter).
That aside, being able to mess around with a single background is not enough to do doom. The Doom cartridge had an extra co-processor which allowed it to do some more 3d stuff. You can think of it, as if the came with an embedded graphics card in it, which they could make use of to do slightly more sophisticated algorithms, like the ray caster algorithm I spoke of.
So in short, no, DynModeSeven does not work exactly like mode 7 of snes, and no, that mode 7 would not be enough to recreate doom.
That aside, being able to mess around with a single background is not enough to do doom. The Doom cartridge had an extra co-processor which allowed it to do some more 3d stuff. You can think of it, as if the came with an embedded graphics card in it, which they could make use of to do slightly more sophisticated algorithms, like the ray caster algorithm I spoke of.
So in short, no, DynModeSeven does not work exactly like mode 7 of snes, and no, that mode 7 would not be enough to recreate doom.
[DynRPG Plugin] DynModeSeven
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.
Advice fir craetibg a costom menu for 2K3
To show the numbers (as well as any text associated with the cms) there are generally three approaches.
1. Using lot's of branches and picture commands.
2. Using the Picture Pointer Patch to open specific pictures, by applying a patch
3. Using the DynText Plugin
Out of these, Using the DynText Plugin is probably the most convenient, as it will very easily allow you to write text and numbers to anywhere on the screen, which are both stuff you'll need for the CMS. This way you can avoid having to make tons of pictures for your menu as well, which is unavoidable in any other solution.
Problem is that you're stuck to font used in the engine, and the font size is also constant (if you for whatever reason would like it in any other size)
1. Using lot's of branches and picture commands.
2. Using the Picture Pointer Patch to open specific pictures, by applying a patch
3. Using the DynText Plugin
Out of these, Using the DynText Plugin is probably the most convenient, as it will very easily allow you to write text and numbers to anywhere on the screen, which are both stuff you'll need for the CMS. This way you can avoid having to make tons of pictures for your menu as well, which is unavoidable in any other solution.
Problem is that you're stuck to font used in the engine, and the font size is also constant (if you for whatever reason would like it in any other size)
[DynRPG Plugin] DynModeSeven
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.
[DynRPG Plugin] DynModeSeven
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.
@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.
[DynRPG Plugin] DynModeSeven
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.
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.
[DynRPG Plugin] DynModeSeven
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.
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.
[DynRPG Plugin] DynModeSeven
@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
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
+++ DynRPG - The RM2k3 Plugin SDK +++
It seems to be a problem with the new patch itself.
I've opened a new project in an attempt to test it out, and old plugins does not work with the new version, and neither do plugins compiled with the new version ( along with the correctly upgraded compiler ).
I don't think you'll find problems in your plugin source code
I've opened a new project in an attempt to test it out, and old plugins does not work with the new version, and neither do plugins compiled with the new version ( along with the correctly upgraded compiler ).
I don't think you'll find problems in your plugin source code













