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		bibuze Wrote:I have another problem when I move the hero image is blurred.
That's because only half of the screen's columns is drawn each frame, to reduce lag. That's not very noticeable in classic resolutions.
Use [DF] in the name of your maps if you want to remove this feature.
Quote:I have a question can we exceed the height of 32 pixel if so how
Nope, not currently. Don't forget that this script was designed for worldmaps.
	
 
	
	
	
	
 
 
	
	
	
		
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 05-15-2011, 01:28 AM
 
		05-15-2011, 01:28 AM 
	
	 
	
		 Thast's posible?
![[Image: ffttt.png]](http://imageshack.us/m/3/2686/ffttt.png) 
 
Obs: I'm not using 3D rotation system.
	
 
 
	
	
	
		
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		Is it for your Chrono Break project ?
I'm aware of this problem, and I don't have any good solution for now.
For each point of the screen, the script draws a column depending on the height.
The bases of columns that should fill the black parts are out of the screen, so I don't have the elements to draw them.
Some times ago, I tried to reduce this problem by using a screen with a bigger height, but it was way too laggy.
I made a new test today (with a virtual double-height screen), and it seemed bearable on my computer when not rotating.
I made a version 1.2.1 so that you can test it (see the first post).
Add [E] in your maps names.
	
	
	
	
	
 
 
	
	
	
		
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		 (05-15-2011, 09:55 AM)MGC Wrote:  Is it for your Chrono Break project ?
I'm aware of this problem, and I don't have any good solution for now.
For each point of the screen, the script draws a column depending on the height.
The bases of columns that should fill the black parts are out of the screen, so I don't have the elements to draw them.
Some times ago, I tried to reduce this problem by using a screen with a bigger height, but it was way too laggy.
I made a new test today (with a virtual double-height screen), and it seemed bearable on my computer when not rotating.
I made a version 1.2.1 so that you can test it (see the first post).
Add [E] in your maps names.
Yes ,it is for my chrono break project.
And about the script with [E] in name maps work ,but it lagging more.
So is better let it with black parts.
Another question:
Is possible to have a height greater than 128 pixels?
	
 
	
	
	
	
 
 
	
	
	
		
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		edmhotta Wrote:Another question:
Is possible to have a height greater than 128 pixels?
Not for the moment. This engine was originally designed for worldmaps. 
	
 
	
	
	
	
 
 
	
	
	
		
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		Isn't that possible on H-mode 7?
![[Image: semttulogn.png]](http://imageshack.us/m/829/7089/semttulogn.png) 
 
And the height of the ground can't go more than 32 of height?
![[Image: 77624987.png]](http://imageshack.us/m/687/5182/77624987.png) 
 
	 
 
	
	
	
		
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		For the first picture, you can use an event (but it won't rotate).
I'm not sure to understand your second picture : is it something you obtained ? Something you wish ? Because the ground cannot go beyond 32 px in height.
	
	
	
	
	
 
 
	
	
	
		
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		 (05-19-2011, 06:51 AM)MGC Wrote:  For the first picture, you can use an event (but it won't rotate).
I'm not sure to understand your second picture : is it something you obtained ? Something you wish ? Because the ground cannot go beyond 32 px in height.
I want to know if the ground can go beyond 32 px in height.
And about the first picture i can't do same of a common mode 7?
	
 
	
	
	
	
 
 
	
	
	
		
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		I can't seem to figure out how to rotate the map. It's the L and R keys, correct? They don't seem to be working for me.
	
	
	
	
	
 
 
	
	
	
		
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		 (05-22-2011, 06:10 PM)lemonairable Wrote:  I can't seem to figure out how to rotate the map. It's the L and R keys, correct? They don't seem to be working for me.
 
You should check in the script's settings to see what the buttons are for L and R key.
From there you can modify them to your liking.