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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

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