![]() ![]() Technically, there are some similarities with the Neo Mode 7 script, so perfs should be approximately the same.These games are active and action-packed, whether they involve running, jumping, shooting, or something else. ![]() The request for the source code was made byįinalholylight, and is now available in the link here, and just below the demo's own Now available, the source code for the DLL which handles the specially rendered In FPLE view, there is certainly no compatibility with other script modifying maps. This fading effect can be deactivated with a distance value of 0 There are two other events commands that modify progressively this distance (+/- 1) : You can adjust the default value in the Game_System class (fple_light_distance) or use the event command : This fading distance is arbitrarily defaulted to 5 squares. This fading works with OPACITY : without panorama, as the background is black, surfaces will be darker and darker with the distance. To prevent surfaces popping, a "light" distance specify in how much squares the opacity of surfaces will be null. Use lower values to increase performances. You can adjust the default value in the Game_System class (fple_view_distance) or use the event command : Surfaces are rendered within a fixed distance, arbitrarily defaulted to 6 squares. You can adjust the value in the Game_System class (fple_resolution). The resolution affects the quality of the rendering only during movements. "D-Align 0", "D-Align 1", "D-Align 2" : depth alignment, only for types 1 and 2, see diagram below. "V-Align 2" : vertical alignment : down (only if not stretched). "V-Align 1" : vertical alignment : center - default value (only if not stretched). "V-Align 0" : vertical alignment : top (only if not stretched). This option is set by default if the dimensions of the picture to display are too big. "Stretch" : the picture is stretched to fit a wall's dimensions. "Type 2" : in the RMXP editor's view, the character surface is vertical. So if the player's direction is up or down in the absolute frame of reference, the surface will be facing the player, and if the direction is left or right, the surface will be rendered like a "side" wall. "Type 1" : in the RMXP editor's view, the character surface is horizontal. "Type 0" : the character surface always face the player (default value) Using the "Comment." event command, you can modify the rendering : To activate FPLE mode for a map, add to its name.Įvents chraracters are displayed vertically (like walls), centered and always facing the player by default. You can obtain the maximal quality by using 640 * 5120px files (in the demo the textures have a width of 480px). The three must have the same dimensions per tileset. The three files of textures that you have to create must be named tileset_name_Ground, tileset_name_Wall and tileset_name_Ceiling (height = 8 * width). The first line of the tileset is used for the floor, the second line for walls, and the third for the ceiling. ![]() In the RMXP editor, the first layer represents the floor, the second layer the walls and the third layer the ceiling.Ī FPLE tileset has three lines of 8 tiles, and each line must have a corresponding file of textures. This script is rather complex and requires a DLL, so you have to download the demo to get the script. No more than 8 different textures per tileset (8 for walls / 8 for ceiling / 8 for floor).Idem for animations : launched animations are displayed above all.This engine is not suited for moving events (it may work though).Open source code for the required dll now available.Supports events opacity and blending type.Supports forward/backward movement, strafe left/right and 90° rotation. ![]() To reactivate the behaviour from the v1.0, set the 'fple_always_same_res' value to 'false' in the Game_System class. Addon to automatically turn when facing a wall and a battle occurs : to activate it, paste it below Atoa's addon for map as battleback and above main (it's below main by default).ĮDIT : v1.1 : when not moving, it now keeps the chosen resolution, so that it's always the same quality. Atoa's addon for map as battleback : to activate it, paste it below FPLE scripts and above main (it's below main by default). added the encounter rate fix from Atoa (thanks !) fixed a serious bug introduced in v1.2 : it was impossible to trigger events (my fault.) events graphics change depending on their orientations and the position of the player improved compatibility with H-mode7 (V.1.4.4) This script - or more likely this engine - provides a step-based first person view, to emulate the kind of displacements in games such as Etrian Odyssey (Nintendo DS) or Class of Heroes (Sony PSP). ![]()
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