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Other Game Creation => Game Creation General Chat => Topic started by: pookyblueXD on October 23, 2008, 12:51:32 AM

Title: Map-making tips...
Post by: pookyblueXD on October 23, 2008, 12:51:32 AM
I need help making a map that kinda looks like the Zelda games...
Unlike FF or those other stuff, I want to make a single world map with full size towns.
Games that have it:
1. Pokemon
2. Zelda
3. Megaman... i think...

ok, you get the idea right? lol
Title: Re: Map-making tips...
Post by: :) on October 23, 2008, 01:28:20 AM
what rpg maker version?
Title: Re: Map-making tips...
Post by: Leventhan on October 23, 2008, 07:46:30 AM
It's going to cause a tremendous amount of lag if you use only one large map for the whole game.
Splice it into numerous smaller maps instead.
Title: Re: Map-making tips...
Post by: tSwitch on October 23, 2008, 12:29:35 PM
It's going to cause a tremendous amount of lag if you use only one large map for the whole game.
Splice it into numerous smaller maps instead.

it wouldn't lag -as much- if it wasn't for the events.
Blizzard's ABSEAL (ABS Event Anti Lag) could reduce the lag to a -point-.

in the end it would be better to split it into smaller maps, though with ABSEAL larger maps are possible so you could split it into say 2 or 3 instead of like...15
Title: Re: Map-making tips...
Post by: pookyblueXD on October 26, 2008, 01:26:44 AM
Good point. The lag is going to suck...
But I can split it...  ;8
Title: Re: Map-making tips...
Post by: Reives on November 01, 2008, 06:39:18 AM
You can sort of make it "seamless" by splitting it and have the transport points like 10 tiles before the actual end of that particular split map, and when transporting without screen fade to the duplicated point on the other map you're transferring to, it should be fairly smooth. Although it would involve making all the transport events as parallel processing events to cover entire borders (track player X & Y then see if player X > or < map's transport point's border, and then record player's X or Y to transport player to the next map with the same value of either X or Y, depending on which border). Would be a big hassle though, and I don't think most would mind normal distinct map zones that much.
Title: Re: Map-making tips...
Post by: BlueEagle7 on December 03, 2008, 07:48:46 AM
I've done that for my XP game. Wrote a call script (parallel process) that checks for the character's x and y coordinates. Then if it matches or is outside the maps border it transfers the player to the appropriate adjacent map.

The variables for the maps borders and the variables for the maps that are north , south, east and west are set in an invisible auto event on each map. I also have set maps under and above, so when you reach a cave entrance, you just transfer to player to the identical position on the map underneath.

Not that hard to do (it was my first attempt at writing call scripts.)

I have considered making the map "borders"  half a screen (320 tiles and 210tiles) before the edge of the map so that the map transitions would appear seamless, but have some other projects to do.

PM me if you want to see what I have done...
Title: Re: Map-making tips...
Post by: Rippa44 on December 04, 2008, 02:15:14 AM
What you could use is one of the scrolling map scripts,

What they do is what zelda on snes did.

Every time you hit the edge of the map, the map would scroll over to the next map as though it was 1 big map.
No transition screens, No fade outs.. it's perfect for what you need :)
Title: Re: Map-making tips...
Post by: Knight Rider on December 04, 2008, 02:19:53 AM
I have found a script that does that, only downside is that is on the same map (on a big one), it doesn't take you to a different map.

@BlueEagle7 Really? Does it take you to another map?