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