Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Cutievirus

108
Posts
1,083
Followers
5
Following
A member registered Nov 13, 2016 · View creator page →

Creator of

Recent community posts

It's probably because of the "dynamic offset" that sprite shapes have. try giving them <mv3d:doff(0)>

It's unknown, i haven't tested it. I would recommend grabbing the demo version of MZ3D to test compatibility.

it's mostly the same as MV3D

documentation is here Documentation (cutievirus.com)

Uncertain, but you can try downloading the free demo to see if it's compatible.

Yeah it seems like there's still a bug with the mouse lock feature so I'll have to make another patch.

To set the camera's pitch range you can change mv3d.blendCameraPitch.min and mv3d.blendCameraPitch.max, just keep in mind that any changes to those values won't be saved with the save file.

I'll look into it, thanks for letting me know

When you interact with the event or just the regular rotating towards the camera?
To make it not turn when interacting you need direction fix on. To prevent it from rotating towards the camera you need to give it a different shape, like <mv3d:shape(wall)>, for example.

You can use 3d models for player characters. For animated characters they need to be glb or gltf format. The configuration is the same as adding models to events, just in the actor note tag instead

Ask itch to give you a refund if you'd like.
Adding walls is easy by the way, just use A3/A4 tiles or use regions. The plugin requires a bit of configuration to do anything complicated, but adding walls is one of the things it does without any configuration. There's also a free version you could have tried before paying for it.

Website should be back up now, sorry about that

Link should be https://cutievirus.com/discord, which redirects to the discord invite https://discord.com/invite/DxCuHQBWsD

It's RPG Maker MZ with MZ3D for the fancy lighting

You would need to move the camera target to another location with the camera target command (have it target an event instead of the player) and disable camera control for the player.

Need to adjust the pitch.

it isn't, but you could try H-mode7 or other mode7 scripts to make a 3D-looking game.

MV3D supports obj and gltf models. I reccomend blender.

This is actually something I'm planning, no ETA yet though as it isn't a priority for me right now unfortunately.

It's the depth of field effect, it can be disabled in the settings.

The demo version seems to work fine. Is there some other step to reproduce the error? I'm using version 9.2.2

My discord server is a better place to report bugs. I'll also need a screenshot of the console so I can see line numbers and stuff too.

obj files can't be animated, but gltf files can. Creating a platformer is probably possible, but not easy. 

This is because the configs were moved to a json file and that version was bugged so the json files were only being loaded in version 1.6 of mz. It's been fixed since then.

You should put configurations in the map note tag.
<mv3d>enable()</mv3d> for 3D maps, and <mv3d>disable()</mv3d> for 2D maps should work.

.vox file support is not planned. Supported formats are obj and gltf / glb.
3d animated character support was just recently added.

The waterfall tiles in the demo project animate fine. You could try taking a look at that. I'm not sure why the configs you copied aren't working.

I'm trying to generate normals for a large tileset, and this seems to work perfectly, however I need to set each tile to have itself as all its neighbors in order to tile properly, and this is pretty time consuming. Is there any faster way to set up the neighbors for all tiles?
I've also noticed neighbors don't seem to save with the rest of the project.

You're right, that certainly isn't the desired behavior. The current mouse input system wasn't designed with large objects like that in mind. Currently if a clicked mesh belongs to a character, it's set to move to that character's location, but it might be best to remove this behavior and move directly to the clicked point instead.

{
    const raycastPredicate=mesh=>{
        if(!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable){ return false; }
        if(mesh.character){
            if(mesh.character.isFollower||mesh.character.isPlayer){ return false; }
        }
        return true;
    }
    mv3d.processMapTouch=mv3d.util.throttle(function(){
        const intersection = mv3d.scene.pick(TouchInput.x*mv3d.RES_SCALE,TouchInput.y*mv3d.RES_SCALE,raycastPredicate);
        if(intersection.hit){
            const point = {x:intersection.pickedPoint.x, y:-intersection.pickedPoint.z};
            mv3d.setDestination(point.x,point.y);
        }
    },100);
}

Here is some modified code with the undesired behavior removed, you can load it as a plugin after mv3d. I hope this works for you!

I don't think there's a built-in feature that does what you're asking, but by modifying this function I think I was able to get the behavior you're asking for. It makes it so inputs are always in cardinal directions unless you're pushing more than one direction.

mv3d.getInputDirection=function(){
    let dir = mv3d.DIR8MOVE ? Input.dir8 : Input.dir4;
    let yaw = mv3d.blendCameraYaw.currentValue();
    yaw=Math.round(yaw/90)*90;
    return mv3d.transformDirection(dir,yaw);
}

You can load the script as a plugin after mv3d.

Qmovement is also available as an alternative to Altimit movement, if you want to try that.

I'm not very familiar with magica voxel, but I think the glass effect relies on the path tracing that magica voxel uses. MZ3D does have a glow effect however, which has been expanded slightly in the newest update. You can put <mz3d:glow(red)> in the character's note tag.

Sorry for the late response, I thought I had fixed this issue. I'll have to look into it again. It's easy to miss since most of my testing is done in playtest mode.

If you're referring to the tileset sizes, then yes it does :)

(1 edit)

This is still something I'm interested in adding, but it's always been a low priority feature. My current list of major features I plan to look into implementing in the next few updates are GLTF import, skeletal animation, VR support, possibly an in-game editor, possibly a 3D battle system.
Honestly I kind of forgot about the patreon goals I set up, but maybe I should bump up vr on my priorities. It would definitely be cool to see.

That said I won't be able to make any promises as to whether I'll be able to get it to work.

Sorry for the late response, in the plugin parameters you can set up the default settings for maps. If you disable it there, then it will be disabled for every map until you turn it on.

Hi, sorry for the late response. If I understard, you want to disable the feature that changes the input direction to match the camera orientation? I don't think I've implemented an option yet to disable this. However, I think some plugins that change input sometimes might break this depending on the load order, so you could potentially mess with that.
Another possible solution is to disable diagonal movement when you're in the side areas. You can do this using the following plugin command
mv3d set diagonalMovement false

Sorry for the late response, the show picture event should work fine. Try testing it on a fresh project with the plugin.

Sorry for the late response. The board shape might be what you're looking for. It always has the edge facing upward, like the wall shape, but turns horizontally to face the camera like the sprite shape.

They're both about the same in terms of ease of use, just depends if you want to use MV or MZ.

It will be fixed in the next update. 

The paid version has some features not in the demo version. If you want to use it for a commercial project you'll need the paid version.

Sorry, I'm not sure. I haven't encountered the issue. If you join the discord maybe someone there can help you.