5/2/2023 0 Comments Rpg maker vx ace isometricIn that case you can use the move route commands "incr_h" and "decr_h" to increase or decrease its altitude. You can set an event insensitive to the gravity by adding the comment "Floating" on its page. You have to create isometric tilesets and isometric resources are not that common. So don't expect this script to be magically compatible with your favorite TBS.ģ. The modifications due to the third dimension prevent this engine from being compatible with most scripts : movements and passabilities algorithms are modified. So the width and heights are limited to 50 tiles.Ģ. Whereas the engine is able to handle a 100*100 map without a significant loss of framerate, the loading time is really too long, because of the time-consuming drawing of all the blocks. the second-layer tileset with the tile index (only tops) the mask with the tile index (only tops) the first-layer tileset with the tile index (because you can have as many tilesets as you want for a map) There are map_height * map_width * map_max_altitude blocks to store.įor each block the following elements must be saved :Īnd for each texture data must be saved : isometric maps data are huge compared to normal maps : Once a map is loaded, there is no more DLL call : the performances depend only on the RM engine.ġ. The DLL (MGC_ISO.dll) is here to shorten the loading time of isometric maps. The engine is the script that can load and draw isometric maps, and handle characters movements. So no complicating GUI or keyboard input script. I wanted this editor to be as simple as possible. You can create isometric maps and then export them in your project (they are added at the bottom of your maps tree), or import isometric maps from your project to do some modifications. The editor is a RM project that you have to put in your main project directory. Some parts of the are very old, so don't be chocked if you're a scripter. It was designed for RMXP, but I also ported it to RMVX and RMVX Ace. (objects coordinates were determined by x, y, and h and not only by x and y - Siegfried's heights system doesn't really add a dimension because the altitude is fixed for a given couple (x,y)).Īs now I'm working on a 3D isometric engine, I decided to release the previous engine. Later I worked on an improved tile-based isometric engine : the isometric rendering was always in 2D, but this time the game engine handled three dimensions This script was then reworked by Siegfried, Gubid (it was integrated in the GTBS) and clarabel. You had to create two maps : one "classic" and the second "isometric". I thought "mods will fix it" was a Bethesda thing, but clearly, Todd Howard bows his head in respect to the Japanese masters, hoping he might one day reach their level.Īlso if you look through the downloadable content this thing has, you'll see some very advanced asiatic jew-fu.I created a first system to handle an isometric view for RMXP in summer 2006. The only reason ANYTHING gets made in this thing is because everyone is running a million user-made plugins most of which boil down to breaking through the hardcoded shit and giving you a goddamn variable to change. You can do a lot of stuff really quickly, but the moment you try doing something even slightly more complex or not expected by the devs, you are smacked by just how downright ghetto the whole thing's slapped together, with missing really basic tools and lots of hardcoded shit that really shouldn't be hardcoded. It's all so hacked together, like holy shit. They give you a retard-proof scripting tool that even a child could use, but give you no way to change the fucking resolution. They give you a character generator where you can create any portrait you want, but they don't implement something as simple as a color picker, so you're stuck with a handful of pre-designed colors for skin and hair (half of which are pink, green, etc.). They give you a list of great looking character portraits to use straight off the bat, but they only provide them with a single expression, so they're de facto useless. You are provided with an easy to use animation editor that comes pre-packaged with like a hundred good looking animations, but you are not given a way to make doors viewed from the side. You can create a nice looking dungeon in 15 minutes, and then spend 2 hours trying to find out how to do something as basic as center the text inside a textbox, only to find out you can't and need to get a plugin for it (or write the damn script yourself). A seamless fusion of user friendliness and total dogshit.
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