it's no problem at all, I intend to create a sort of "spriteset_3D" class, which will be utilized in both map, and battles, so it'd be not much extra work to make a map load for battle, or for of Longinus The 3D ABS is not a planned launch feature, but I would not say it's in the far to distant future, it should be relatively shortly after release, depending on which addon's become priority, The plugin will include full fledged collision detection by default, so a pixel movement addon, as well as ABS/platformer addons should not be so far It'd probably be possible? I don't see why not, I believe there is a formula that can be applied to the camera to achieve this however I could be wrong? I will definitely look into this.The main focus of this update is the control over animations on imported GLTF models, which I've renamed to actions to avoid confusion with RPG Maker's animations, and to match the name used in Blender's action editor. :/Īllow me to clarify on the games mentioned, sorry for the confusion, Star Ocean: a second story, the world map is 3D, and battles as well, Final Fantasy tactics, rendered in 3D, however it utilizes a orthographic camera( which this plugin includes the feature for ), and tales of eternia world map is fully 3D, as are the battles. Yes, the elfkisser integration was one of the things I drastically wanted to add in as well, it's kind of weird seeing a 3D animation play on a 2D sprite especially when there's no sense of depth, and the parts of the animation that should be rendered behind the sprite are rendered in front of it still.
![rpg maker mv 3d labyrinth rpg maker mv 3d labyrinth](https://i.imgur.com/c3ZTTof.jpg)
![rpg maker mv 3d labyrinth rpg maker mv 3d labyrinth](https://i0.wp.com/cliqist.com/wp-content/uploads/2015/11/labyrinth1.jpg)
also, I don't like writing UI's( I'm not good at it, and I find it boring D which could also be why I'm not good at it T_T ). The most time consuming part thus far has been writing the UI for the stage builder scene. Life, what can you do lol, but next week should be a bit more productive, on the bright side, I've begun working on implementing A tiles, it's been a little tricky figuring out how I would make them work in 3D space, but I've got a decent idea on how itll work now, so hopefully my next post will be a bit more exciting.Īlso to answer a few questions( and address a few posts Good god, I hope this doesn't take two years! I have most of the code written already, I just need to tie the pieces together, I see this taking about about 6~12 months at most( 1~2 months for an alpha build ), :x at least for the stable release( at least if I don't have anymore setbacks D ). I'm regretful to say progress this last week has been pretty slow. Thisissomethingivewantedforoven10yearsandi'msoexcitedthatit'sfinallybecomingtangibleįirst of all thanks for all feedback guys. It's just BoF4's map sprites are so breathtakingly well animated it would be weird to do it any other way. I can see a game with simpler sprites doing that just fine, though. The exciting camera work of a game like Valkyrie Profile set in a diorama-like plane, the dramatic swooping transitions of a Golden Sun or Beyond the Beyond.Īnd that's my point with the second paragraph, Breath of Fire 4 would be kind of weird if the exploration was 3D then suddenly skipped to 2D battles XD
![rpg maker mv 3d labyrinth rpg maker mv 3d labyrinth](https://img-games.lisisoft.com/img/1/4/1485-1-maze-maker.jpg)
Think about all the pretty art direction things people could get to make within MZ, I know I'm itching to try a thousand different directions with 3D battlefields. Mechanically, there's a lot of possibilities that the introduction of a real Z-Axis can introduce, as well as the expanded field of view from having the Y-axis take a smaller portion of the screen (due to the viewing angle)īut it also opens up an enormous amount of potential for visuals / art direction alone! Especially when coupled with Effekseer since the particles already exist in 3D space.