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    Thread: MGCaladtogel's Mode7 Script causes an error in Spriteset_Map:
Post: RE: MGCaladtogel's Mode7 Script causes an error in...

None of my mode 7 scripts. But this one does (there's a dl link on Youtube with the second video) : ShiningAdvances' mode7 video (http://www.youtube.com/watch?v=ZKJ6uO76FYg) ShiningAdvances' mode7 v...
MGC Code Support 6 8,725 08-14-2013, 07:58 PM
    Thread: MGCaladtogel's Mode7 Script causes an error in Spriteset_Map:
Post: RE: MGCaladtogel's Mode7 Script causes an error in...

Did you still get the error with the script from the download link in my previous post ? It's the same old script (new mode 7), but in its latest revision.
MGC Code Support 6 8,725 08-14-2013, 07:40 PM
    Thread: MGCaladtogel's Mode7 Script causes an error in Spriteset_Map:
Post: RE: MGCaladtogel's Mode7 Script causes an error in...

Hi, I got this error when I transfer from a mode7 map to a normal map with an old version of this script. Is that your scenario ? I don't get it when using the latest version here : DOWNLOAD (http://...
MGC Code Support 6 8,725 08-14-2013, 06:17 PM
    Thread: FPLE : First Person Labyrinth Explorer
Post: RE: FPLE : First Person Labyrinth Explorer

Taylor Wrote: -- What graphic does your event use? I just did a test and discovered I'd get an error if the transfer event used part of the tileset. Try using a character sprite, 0% opacity if you wa...
MGC Scripts Database 66 127,962 11-10-2012, 09:28 AM
    Thread: H-Mode7 maps in RMVX Ace
Post: H-Mode7 maps in RMVX Ace

Importing H-Mode7 maps in RMVX Ace Version : 1.1 H-Mode7 Engine Version : 1.4.4 Introduction This system allows you to import H-Mode7 maps created with RMXP directly in a RMVX Ace project. ...
MGC Scripts Database 5 39,417 10-20-2012, 03:05 PM
    Thread: MGC ISO Engine
Post: RE: MGC ISO Engine

daylights > I think you have to write in English on this forum (or PM me). Your problem is that you can't get your maps in your parent project, after saving them and manually paste them in the data fo...
MGC Scripts Database 26 74,166 06-05-2012, 07:03 AM
    Thread: Neo Mode 7 Script by MGCaladtogel
Post: RE: Neo Mode 7 Script by MGCaladtogel

Taylor > I don't intend to modify this script any more (it's really old). But I'm sure I saw some projects using this script in a smaller window, so that should be possible. udivision > I don't add...
MGC Scripts Database 59 111,270 05-09-2012, 07:19 AM
    Thread: Importing FPLE maps in RMVX
Post: RE: Importing FPLE maps in RMVX

An exporter based on this one for VX should be fairly easy to make. However the main problem is that the DLL is not compatible with ruby 1.9. So until I modify the DLL there is no way that Ace could h...
MGC Scripts Database 5 15,662 04-21-2012, 09:42 AM
    Thread: Importing FPLE maps in RMVX
Post: RE: Importing FPLE maps in RMVX

I didn't plan to make a version for RMVX Ace for the moment.
MGC Scripts Database 5 15,662 04-18-2012, 07:17 AM
    Thread: H-Mode7
Post: RE: H-Mode7

Raphael Rpg Games > It could be possible to add a system that "hides" cut parts that exceed a certain height, but what if it displays a wall going all along the y-axis ? Ho-oh112 > Nope, it's just ...
MGC Scripts Database 395 649,105 04-04-2012, 07:22 PM
    Thread: MGC ISO Engine
Post: MGC ISO Engine

MGC ISO Engine Version: 1.1 Introduction : I created a first system to handle an isometric view for RMXP in summer 2006. You had to create two maps : one "classic" and the second "isometric...
MGC Scripts Database 26 74,166 03-31-2012, 04:24 PM
    Thread: Neo Mode 7 Script by MGCaladtogel
Post: RE: Neo Mode 7 Script by MGCaladtogel

I found a compatibility issue in the class Spriteset_Map, so paste this patch below the two scripts : [spoiler] Code: -- #===========================================================================...
MGC Scripts Database 59 111,270 03-28-2012, 04:35 PM
    Thread: Lily's Item Identifier
Post: RE: Lily's Item Identifier

DerVV > I didn't had the bug yamina-chan reported, but I had some other problems : lines 657 and 666, there is : 657 : @difficulty = 100 if difficulty > 100 666 : if difficulty > @skill That shoul...
MGC Scripts Database 3 7,177 03-22-2012, 08:53 PM
    Thread: What's up, RMers?
Post: RE: What's up, RMers?

Legacy, are you sure about "今すぐ節約" ? I thought the meaning of "節約" was "to spare money" or "to save time"... I checked on a few games in Japanese, and they all use the English word "save" written ...
MGC Development Discussion 2,650 1,824,635 03-22-2012, 08:21 PM
    Thread: What's up, RMers?
Post: RE: What's up, RMers?

Tested the HM7 engine in RMVX Ace : it's so laggy I doubt that I'll ever release an importer tool. http://www.youtube.com/watch?v=NmWXe4JIZ4k
MGC Development Discussion 2,650 1,824,635 03-18-2012, 08:56 AM
    Thread: H-Mode7
Post: RE: H-Mode7

finalholylight > Adding a vertical vanishing point is too much work, and I don't know how to do it without a hell of lag. Raphael Rpg Games > Quote: -- So you can have the camera out instead of e...
MGC Scripts Database 395 649,105 03-18-2012, 08:51 AM
    Thread: H-Mode7
Post: RE: H-Mode7

renekokkie > try this (paste it below the other scripts) : [spoiler] Code: -- module HM7 class Tilemap alias follow_me_hm7_initialize initialize #--------------------------------------...
MGC Scripts Database 395 649,105 03-15-2012, 08:34 PM
    Thread: Victor Engine - Animated Battle
Post: RE: Victor Engine - Animated Battle

I don't have VX Ace yet, but I read your user manual and I must say I'm very impressed by the possibilities of that script. But don't you think it could be a bit too complex to use for classic RM use...
MGC Scripts Database 4 13,700 03-09-2012, 07:40 PM
    Thread: Neo Mode 7 Script by MGCaladtogel
Post: RE: Neo Mode 7 Script by MGCaladtogel

Hi, try this patch below the two scripts : Code: -- class Sprite_Character < RPG::Sprite if !@already_aliased_neoM7_transition alias update_neoM7_transition_sprite_character update ...
MGC Scripts Database 59 111,270 03-08-2012, 08:34 PM
    Thread: H-Mode7 maps in RMVX
Post: H-Mode7 maps in RMVX

Importing H-Mode7 maps in RMVX Version : 1.0 H-Mode7 Engine Version : 1.4.4 Introduction This system allows you to import H-Mode7 maps created with RMXP directly in a RMVX project. Features...
MGC Scripts Database 1 13,786 03-07-2012, 10:24 PM