Main Menu
  • Welcome to The RPG Maker Resource Kit.

[Resolved] Megaworld Map Script

Started by Xelrog T. Apocalypse, October 01, 2008, 10:08:18 AM

0 Members and 1 Guest are viewing this topic.

Xelrog T. Apocalypse

<Megaworld Map Script>
<No necessary due date>




Summary
<<I'm looking for a script or add-on of some sort that will increase or eliminate the limit in map size (I believe the default limit is either 200x200 or 500x500 tiles), ideally in the four-digits. It should also add another line or two of autotiles on top of the set - I don't care if this needs to be programmed into the script for each individual tileset, as long as it's possible and executable.

The notion is to have a single, oversized map to cover what would normally be many smaller maps to prevent all the extra eventing, as well to make game objects and NPC's easier (and more versatile) to handle. Obviously you wouldn't have as many events available as you would with all the smaller maps if you wanted to keep the game lag-free, but it shouldn't be a huge setback since it will eliminate the need for all those pesky Transfer Character events.

I don't know if this is easily done or even possible for that matter. If anyone is willing to do just one of the two things that are asked, it would be greatly appreciated. I can make due with 14 autotiles, but the more the better. Ideally, you could even have a single tileset to be used throughout your entire game. Of course, each world would still have its own map... it would be a bit of an overload on the game engine to put the entire game on single map... not to mention that it would probably be a pretty droll RPG.
>>

Features Desired

  • Expanded or limitless map size restrictions (tile-based)
  • 14+ usable autotiles

Games its been in

  • Pokèmon series (Similar)



Falcon

Not possible, this is a limitation with RMXP; and would involve editing the program itself, which is illegal.

tSwitch

not only that but the game would lag to high hell.


FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: Bandcamp | Twitter | Patreon

Falcon

Nah, a good antilag script would fix that.

modern algebra

Also, I have been told by a previous request that Pokemon used many smaller maps - note the slight load times passing from one area to the next.

Anyway, the only script that would be possible for this is a script that would be able to join separate maps together. It might do what you need but you'd definitely need an anti-lag.

Xelrog T. Apocalypse

Hmm... well, thank you nonetheless. I wasn't aware that making any alterations to the program itself was illegal.

Nonetheless, I'm generally looking for anything that would at least simulate maps without fading transfer events. I'm sure they exist somewhere, I think I've seen them, but I wanted to see if this was possible first. If you know of something, though, Modern, I would greatly appreciate it.

modern algebra

Well, as I'm sure you know, you can check the No Fade box in a transfer player event command and no fade will occur. If you wanted to do this with events, it's possible by overcreating the maps by 20 x 15 and giving a buffer zone before each edge of the map. AKA you walk on the teleport event 10 tiles before the end of the map and it transfers you to 10 tiles after the edge of the second map. This is a pain, and so I'd say a script that creates that buffer zone automatically would be your best bet, but I do not personally know of any scripts that do that.

Xelrog T. Apocalypse

Not a bad idea. If I ever do use this in a game, I'll be sure to give that a try first... if not, I can always make another request.

Thread resolved.