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New Mode7 script / Neo Mode 7 script

The script is very useful and cool, has minor lag and seems to work properly, nice job.
Just a suggestion, why don't you use terrain tags for vertical looping instead priority, tiles like stairs needs vertical looping or else they will look like a bridge.
Edit: nvm, it's a terrain tag, but it still giving a higher priority effect.
 
hugopkmn -> vertical elements have a priority based on their y-coordinates in the map

Sephiroth7734 -> thanks for this bug's report. Script corrected.
 
can you edit it, so if i named an event "flat-Eventname", the Event will shown flat like the ground of the M7 Map...???
 
I like the onlder version a lot and i used it in every game i made and now theres a newer version, cool. Now i just have one question, is the code finally compatible with an airship code?
 
Okay, I'm having a rather unusual bug when using this script with the ZTBS. When I'm using the M7 for a battle, the hero's side of the fight just... disappear, if they're scrolled off the screen. You can still control them in the fight, they just remain invisible until something changes their sprite state (like, when they turn dark after they have their turn. But they'll still disappear again after that).

Now, I'm really liking how this script looks, and it'd be nice to use for battles. But if your team always cloaks, it won't be very practical =P

(Also... someone needs to dream up some way to do buildings. Some how. Even if the roof could be used as a raised horizontal somehow, there's still the lack of a side wall. Any geniuses out there? <.< )
 
@Hykaryuu, 1 - Look at the final part of the first post; 2 - Change the tile's terrain tag to 1 if you want a wall.
@MGCaladtogel, I mean, if is it possible to draw the tile as if it was vertical with its priority lower than the main char's.
 
I used the compatibility script. It's set up right where it's supposed to be, just above main. It still has that problem.\

And that only does a front wall. If the building is any size, it'd leave a large black block on the ground behind that wall, which will be clearly visible because you can't define a side wall with the mode 7 script to block it.
 
OK I've found a couple of new bug when the script's used with Mr_Mo's SBABS, the teleports work fine, it's just when I kill a character their sprite doesn't disappear and you can't see the pick-ups on the floor. The other bug I found was with autotiles as I went from one map to another and one of the autotiles from the other tileset was displayed on the new map instead of the map's tileset autotile.
 
Sir Lord Biowulve -> It isn't possible to draw flat moving events without lag. But I can add that some events are drawn flat when the map is created, and they must be still.

dog199200 -> You can make an airship with events, what is the matter ?

kiralim -> when exactly does this appear (and settings, other scripts...) ?

madmax_vii -> thanks for the bugs report. I'll try to make a compatibility script as soon as I can.

hikaryuu -> I need your exact settings (because I can't see your bug). What are the map's size and mode7 settings ?
 
This is pretty nice man, but the main problem is that it just isn't compatible enough.

I'm speaking mainly of SDK compatibility - the pixelmovement system is probably going to be SDK soon and my game makes full use of it.

If it is possible to get it at least compatible, but compliancy would be amazing, it'd be so much more useful for those of us using SDK scripts.
 
Uhhh I hate to bother you but I'm haveing a bit of trouble If I have two maps using mode 7 they bring in auto tiles from other ones...(AND NOT JUST FULL AUTO TILES SMALL SECTIONS OF THEM check the pic I sent) how ever this could lead to a new script that can use all the auto tiles(or maybe a random auto tile generator this is not a request just an Idea)
 
Actually I have another suggestion; Is it possible to call a script command to move the Y position of an event or the hero? That way you could create birds and aerial objects, as well as making it possible to have windy maps and the like.

I generally like to do these kind of things myself, but I have no idea where to start with adding this feature.

Thanks a lot.

Edit: As much as I would love for this feature to exist, I'll just make do without for now. No rush :D.
 
This is a wonderful script and far superior in almost every manner to Mewsterus's original. However it is far from perfect, and I wasn't exepcting a perfect product.

It has improved on but still has the flaw with larger maps that Mewsterus' script had. For example my world map is six continents each a map of their own. However the script can't handle the first continent which is 150x130. The "script is hanging" as the error says. I'm hoping you can fix this for the future.

If you keep up the work on this unlike Mewsterus and fix that problem it's very possible I may implement this into my game very soon and quite possibly give you a hug. Great job so far, keep it up.
 
craybest;200326 said:
http://img144.imageshack.us/img144/9748/mode7ih5.jpg[/img]
you can do pretty nice stuff with it, too bad mode7 can only do flat stuff, and you can't do buildings, (you can only make the front of it)

Yes and no. You can set up the buildings' roof by yourself and set the panorama to help you fix that.
Example: in your image, you could create the full wall and set behind the beginning of the city's streets, so that in the scenario behind those walls, you just copy-paste it.
Maybe I'm not making myself clear enough... Take a peek in Ragnarok Online's scenarios (Geffen city for a better understanding) - in there a map just continues the other one, making a extended map.
 
Map is 20x30. It's tactical, and mode 7 set to 60 degrees.

I played around with it some more. It's only the characters in the bottom 4 rows vanishing this time. But now the posistioning of all of the characters on that end of the map (ones on the top are fine) are off. I need to select one row back, and two rows towards the center, to select any one in the bottom area of the map. THIS I have no clue about... I haven't edited that map, or any of the scripting. I have no clue why it's doing something different now.
 
MGCaladtogel;204358 said:
dog199200 -> You can make an airship with events, what is the matter

I was just asking because the last version of the Mod 7 would glitch and rapidly slow the game if you used and transportation things, and i was wondering if it would still do that if i used an air ship, thats all.
 

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