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is there a way to lock the camera to a specific axis? 

for example, make it not possible to rotate the camera and only have the camera follow the player on the y axis.

Is there an MV-compatible version of OmniMove? I purchased it only to find it works exclusively with MZ

Has anyone else had any issues with events being properly illuminated? I am trying to craft a dark environment but events that aren't a wall or sprite shape basically don't react to any other light sources and are constantly dark. 

I've been trying to figure this out so I hope someone can help me, is there a way I can have a texture being applied for a specific tile on the map? 

Is there anyway to adjust first person mode so the player's view is directly ahead of them? It appears to be tilted a bit toward the floor in its native state.

There's an issue with version 0.9.2.8 Project Demo. When you move out of a boat or ship, the characters are lower to the ground and move in any direction. This doesn't happen when you have only one person in your party, however.

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Hi, I've been working with this for a while now and I still love it, especially as I get into the art creation phase of my game, it's super fun.

Here's the thing, the game I'm making uses static camera angles, which I find by adjusting Pitch and Rotation and all that.  Then I just lock the camera to a specific point and swap it as needed.  Effectively, this mimics how FF7-9 handled the camera.  However, since I can't actually see the Pitch and Rotation, it's a lot of guesswork.

Is there anyway for me to like, 'debug' it and show Pitch and Rotation values on screen?  It would be incredibly helpful for me!

Here's a screenshot to show what I mean:  No matter where you are in the room, this is where the camera is pointed.

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is there anyway to use mv3d values, for example camera pitch in a conditional branch

I have a question that is killing me, the FPS on computers that are not mine is very low, on my computer it is 60 and on my friends' it is below 10, is there anything I can do?

https://drive.google.com/file/d/1V-XmdL7XtvsdDB_4mQuCJ0S5Qez5lefO/view?usp=shari...

https://drive.google.com/file/d/1GaMBiSJjmO1qh6qJwLf78-K1MK7oR_OP/view?usp=shari...

what is yours and your friends PC specs?

I'm doing some tests to make the maps as light as possible, if you have any tips that could help? because I've already programmed a lot of things with the 3D maps :(


Is that your friend’s PC specs?

I tested it on my other friend's PC and it also worked, so the problem is on older PCs, but I'm a little worried about performance on these not-so-good PCs, you know :(

yeah

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How could I always set the game in First Person? The creator of the plugin and some people here say they have to set the "camera" to 0, but this option simply doesn't exist in my plugin, I downloaded the one from here and the one from github, but none of them have this option to set the camera, or I may be looking in the wrong place, but would anyone know how to do this?

In your map note, put the tag:

<mv3d>

camera(dist:0)

</mv3d>

Is it compatible with tile resolutions higher then 48x48?

In first person mode (90 degree turns), when I turn, all of the light sources (lamp, event flashlight, etc) visibly move, e.g. when you turn to the left they move slightly to the right of where they're supposed to be, and when you turn backtow3ard them, they jump back to the intended placement. Is there a way to prevent this? It's kind of jarring.

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It's probably because of the "dynamic offset" that sprite shapes have. try giving them <mv3d:doff(0)>

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Thanks for the quick response! It worked great.

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Hi, assuming you just want the camera tilt, but no actual 3D effects, how would you do that?

A bug occurs when a texture is applied to only one side of a square in a .glb file. However, it displays correctly in an .obj file.

Hello. If I want this map to be in its default state without using 3D. How can I make a note?

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the Odie's video sold me on this plugin and im loving it. 

How do you control the height of the celing?

Hi! This plugin works great, except for one issue I've been having. For some reason, it's messing with the textures. Sorry if this has already been asked

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Hey there! love the plugin, and I have few questions: Is there a way to limit (but not fully turn off) camera's pitch with mouse control? Player sprites looks a bit wired when viewed from top. Also is the mouse camera option not working properly in the newest version? I get error messages every time so I switched to the previous version. Anyways, thanks for making the plugin!

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Yeah it seems like there's still a bug with the mouse lock feature so I'll have to make another patch.

To set the camera's pitch range you can change mv3d.blendCameraPitch.min and mv3d.blendCameraPitch.max, just keep in mind that any changes to those values won't be saved with the save file.

Thank you so much for your reply! I was gonna ask how but clueless me figured it out on my own!!
Thank you so much for the help and for making this plugin!

Hello, I'm having the same issue with a commenter below, trying to use mouse control for the camera shows the error message "typeerror cannot read property 'catch' of undefined", posing an image from my project, but it also shows up in the demo

Hey there! I had the same problem and decided to rollback to older version, turns out version 9.1.2 works properly with mouse.

Hi! i just wanted to ask if theres anyway to stop events rotating towards you for example a chest, especially if your in first person mode.

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When you interact with the event or just the regular rotating towards the camera?
To make it not turn when interacting you need direction fix on. To prevent it from rotating towards the camera you need to give it a different shape, like <mv3d:shape(wall)>, for example.

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Thank you so much for fixing the sprite flickering bug!! That let me upgrade from 9.0 now with a decent performance boost. Keep it up!

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hello im begging you to allow me to use a 3D model for the playable characters. Also, do you support any 3d sprites yet? I dont want to sound like a dick but this is kind of vital to any serious project

You can use 3d models for player characters. For animated characters they need to be glb or gltf format. The configuration is the same as adding models to events, just in the actor note tag instead

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