![]() ![]() Graphics at times might be pretty similar to Zepton for PICO-8 but with some textures here and there. Re: Pseudo 3D in RPG Maker 2003 (and other Superstar Hero experiments) By: xlibman Date: August 06, 2018, 02:47:06 PM I just draw multiple images on top of each others to create a 3D effect. Re: Pseudo 3D in RPG Maker 2003 (and other Superstar Hero experiments) By: _iPhoenix_ Date: August 04, 2018, 11:59:47 AM How are you accomplishing these graphics? They look super cool, but I read that RPG Maker 2003 is for 2D graphics. xd Other than that I am just experimenting for possible Superstar Hero additions (maybe 3D Tunnel levels/missions in the game, like those robot fight bosses in Mystical Ninja for the Nintendo 64. (this angle because the others are just normal front and the darker one, as shown behind, and it.Pseudo 3D in RPG Maker 2003 (and other Superstar Hero experiments) By: xlibman Date: July 30, 2018, 02:25:53 PM 60 FPS 1 FPS That last one was overkill, thanks to the rotation effect and the fact it's basically 60 images rotating simultaneously at high zoom (I wanted to see how far the software could be pushed). It uses the "Inside" tileset, so that makes the changed tile the ceiling part of the red brick wall. ![]() Makes sense, since for some time you could set more than one tile at once, as shown in other demos by having a whole line of A5 tiles set as slope) they make it take the relative position to the part of the tileset instead of having to set it all by hand. (the + and - were added on 0.6 too, just like the px thing. It is clearly the main testing map.Īmong the notetags there is the block (a block to change tiles settings per map, like does for region settings), and in it this line:Ī4,1,0:south(+0,+0),west(+0,+1),east(-1,+0),north(+1,+0) On the demo there is a map called Map001. You can open it in programs that don't have this problem and save again there for it to work the newer versions, 0.6.0 and up, have a new way to set an area of the images by pixel - specificaly, the length and width, just the number would be the number of tiles (as in, 1 is 48 pixels, 2 is 96 and so on), to use actual pixels as width/height you need to put px beside the number, like yeah we are kinda still kinda kep in the dark thereĭread started putting the instructions on a new wiki so we don't need to keep visiting the github or opening the help, but it is still new so that isn't explained there yet. But I do know you can use 3d models now, so there is what program did you use to make those models? as someone said earlier, some seem to make incompatible objects. ![]() Would be a bit more work, I think it was added the newer versions, but didn't read the new wiki yet to be sure. my suggestion, separate it into different pieces and put them over actual 3d walls there. Putting it on the ground would be using "flat" instead of "cross", and it would kinda put it under the slopes behind it too. As it is a 3d envoirement instead of just 2d at an angle, the player is going behind the house there. just because it has transparency doesn't make it be behind. closer to the camera than the player there. pretty sure your "house" is basically just. ![]() You may ask Dread to make something similar to doodads later, to make it just be a free image appearing on the map unrelated to tiles or events like doodads are, but it will basically be making it from scratch to simulate the doodads, not really using anything from doodads there but the idea.Īnd with the kind of work it could take I think it would definitely be patreon-only, by the way.Īnd your character on map problems. A related product of RPG Maker Unite, RPG Maker 3D Character Converter, has been released This tool converts 3D VRM models into 2D assets compatible with RPG Maker Unite and other Maker series Click here for the See More. Mv3d does not draw the 2d map, instead draws a brand new 3d map using the map's tile data. And you kinda never will.ĭoodads just put the image in the 2d map, in the position. You can't use yanfly's doodads with mv3d. ![]()
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