![]() The game uses super-deformed character models outside of battle, with somewhat more realistic but still stylized models in battle.īecause RPG Maker 2 used 3D graphics instead of 2D, programs like the Anime Maker for RPG Maker were not included in RPG Maker 2. It was also the first one that allowed players to move in any direction by manipulating the analog stick, but the graphical quality of the game suffered during movement, providing a "blur" effect. ![]() RPG Maker 2 was the first console RPG Maker to feature full 3D graphics. The game lets players write their own stories and uses 3D models. again this isnt my case, but was more about thinking on make things easier to people who are using pixel art assets in that way.Ībout the pen, well cause i seen the pen only chose the slope direction when the shadow is inside the slope`s square, i dont see a problem on making the walls also have a pen configuration before, cause they were a separate cell/square also, but indeed, to use the shadow pen to set the sides of the tiles its a lot.a looot better, oh well.RPG Maker 2 ( RPGツクール5, RPG Tsukūru 5) is the third PlayStation version of the RPG Maker series, following the original RPG Maker (and the Japan-only RPG Tsukūru 4), the first version of the series to be released for the PlayStation 2 and the overall fifth installment for home consoles. well, they would be forced to resize all the assets, all the sprites, even some animations, just to can make a bit more thin walls. Oh well, i do know that, yush, but ( even if is not my case, cuase this thing wasnt exactly for my own project ) taking on mind some people like to use the default or similar to default rpg maker assets ( again, not my case, i dont use rpg maker graphics at all, my sprites are already a lot bigger than default, so yeah, thiner walls on my project already) or similar sizes things, on pixelart, like the case of (btw such a nice looking project), to by default can build on a easy way thiner walls would be a lot less time consuming to get a better visual resoult, think about. It's not like it would make any different but visually if you are not using pixel movement like altimit or qmovement, it would just look weirder that you have a half tile thick wall but has an invisible barrier on the other I think he just put a "wood" block on top of the desk, and put the screen on the front of it with an event. Like, the wall would look thinner if instead of one line of one with height of two it was one line of one with height of four and everything else scaled to 200% or something. zoom out and use four tiles for each base one? that's just splitting one tile into four. ParticleSystem.direction2 = new BABYLON.Vector3(0, 0, 0) įRONT: would have been a good idea, if not for two reasons.ġ- if Dread didn't already have a better way to use the shadow pen.īecause you see, she already uses them for setting the direction of the slopes.Īnd, since there are plans to set the sides of the tiles separately, they are probably be used to set which direction they are facing too (I expect the default will be the pen set either the north or south side, whichever the part of the slope they already do). ![]() ParticleSystem.direction1 = new BABYLON.Vector3(0, 0, 0) ParticleSystem.minLifeTime = Number.MAX_SAFE_INTEGER ParticleSystem.particleTexture = new BABYLON.Texture("/img/MV3D/Fog.png", mv3d.scene) ParticleSystem.ma圎mitBox = new BABYLON.Vector3(50, 1, 50) // To. ParticleSystem.minEmitBox = new BABYLON.Vector3(-50, 0, -50) // Starting all from ParticleSystem.manualEmitCount = particleSystem.activeParticleCount Var particleSystem = new BABYLON.GPUParticleSystem("particles",, mv3d.scene)
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