LET'S TALK ABOUT MAP DESIGN
Posts
author=LibertyNope, you aren't alone in that at all!
...am I the only one who removes every instance of Move SE and actively hates using the automatic creation event for teleports because of it? Like, literally, it's the worst SE in the entire RTP. I prefer having the sound of a door open then just fade out as you walk in. Your footsteps don't make that sound every time you take a step, why on earth would walking into a house suddenly create a sound like that? >.<;
I haven't used that "move" SE in years.
author=LockeZThrough the quick event creation, yes, but the quick event creation tool is for freshman, I prefer to make transitions more meaningful and thought out.
What? VX Ace makes a sound effect every time you create a teleport event? What the hell?
Also the Diablo II example of the flawless transitions could be done in RPG maker if you think about it, just a bit of parallax mapping, and some checks for when players enter the "door" to change the overlays opacity.
Obviously, you wouldn't want to do this with a game you've already made substantial progress on. I could do it in PA actually, since it doesn't use tiles, just a 20x15 tile parallax and pictures.
Also full time dev begins tomorrow! Yeee!
Quick event tool isn't for 'freshmen'. It's for people who don't want to spend forever making stupid transitions. Frankly, I use it for the quick set-up of the teleport and fade in/out, then edit the event to take out the sound effect and do other things though for the most part, moving from map to map, I don't have to really do much. I mean, if you want to be stupid and set up each teleport command to add lighting and shit to your map instead of being smart and having an actual event on the map that will auto-erase when completed and can be edited all in one go, sure, editing each and every single teleport event is a thing you can do, but there are better ways to spend your time. It's a valuable tool for getting normal, tedious jobs done faster.
Lol I don't go to any sort of those fancy lengths, I was talking more when it came to doors, jeez Lib! :d
I don't often use em and just copy paste my old transfers and update the locations. Like I suppose Freshman was a bit aggressive, what i meant was simply I don't use them because copy pasting one without SE and a couple added things is easier than making a new one for each transfer event through the thing and then going in an removing the play 'SE' move.
Try not so hard to take everything I say as criticism, I'm trying to agree with you about the god awful move sound, that's all! :0
I don't often use em and just copy paste my old transfers and update the locations. Like I suppose Freshman was a bit aggressive, what i meant was simply I don't use them because copy pasting one without SE and a couple added things is easier than making a new one for each transfer event through the thing and then going in an removing the play 'SE' move.
Try not so hard to take everything I say as criticism, I'm trying to agree with you about the god awful move sound, that's all! :0
I generally have a map on all of my games called "Quick Get" where I store events for easy modification, like treasure maps, inns, etc. Just copy, paste, modify, and I'm on my way! ^_^
As for teleporting, I still do the old-fashion new event on player touch with Transfer Player. I usually just make a new event every time, even tho that isn't the quickest way ^^;;
As for teleporting, I still do the old-fashion new event on player touch with Transfer Player. I usually just make a new event every time, even tho that isn't the quickest way ^^;;
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If you're reusing a sequence of event commands in a lot of exit events you should really put it in a common event rather than copy/paste it around.
I've got a question about elevation.
In this image of a map in Hero's Realm, you can see a hill going up the cliff. When is it OK to "break" the laws of elevation to create hills like that? Is it different for 2003 or VX Ace?

In this image of a map in Hero's Realm, you can see a hill going up the cliff. When is it OK to "break" the laws of elevation to create hills like that? Is it different for 2003 or VX Ace?
It's Ok if you are Kentona. The thing you aim for is that player won't notice it. My guess at least.
Do remember that the game was made yeaaars ago. That said, having slopes like / / or \ \ or | | are okay as long as you stick with that as a style. Though, yeah, it is a bit odd and would work better with a bit of an edit, making the slope a little thinner and edit the shading to show the 'lean'.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I do slopes like that all the time on natural outdoor terrain. Not indoors! Use stairs indoors. Even if a ramp would make slightly more sense, stairs communicate the height difference so much more clearly. But outdoors, on dirt and grass and rock, stairs almost never make any sense at all, unless you're ascending to a mountaintop monastery or something.
One thing I have tried to make sure to do, that you didn't do in that image, is have the ramp extend as far down past the wall as stairs would, to help indicate that the grass path is sloped but the wall is still a sheer vertical wall. Like if the wall is 2 tiles tall, I try to make the ramp be 3 or 4 tiles tall.

However in practice this probably actually looks worse. When the wall is more than one tile tall, it makes the ramp look... artificial, I guess? The slope at the lower right looks okay, but the larger one in the upper left looks terrible. Kentona's version makes less sense but looks better. If your dungeons are largely just walking around exploring and collecting treasure chests, and occasionally hitting switches to open doors, I'd probably go with his method. But if your environments have a lot of complex Zelda-style puzzles that involve moving objects around and tend to make the player pay attention to height sometimes, then I'd say to definitely use my method, even if there aren't any such puzzles on this particular map. The player will be much more attuned to processing the area as a 3D space in their head and will be subconsciously (or even consciously!) trying to make sense of the positioning of the terrain and the objects as they walk through the dungeon, so the fact that you're bending the "physics" of the mapping engine will stand out to them in a bad way.
One thing I have tried to make sure to do, that you didn't do in that image, is have the ramp extend as far down past the wall as stairs would, to help indicate that the grass path is sloped but the wall is still a sheer vertical wall. Like if the wall is 2 tiles tall, I try to make the ramp be 3 or 4 tiles tall.

However in practice this probably actually looks worse. When the wall is more than one tile tall, it makes the ramp look... artificial, I guess? The slope at the lower right looks okay, but the larger one in the upper left looks terrible. Kentona's version makes less sense but looks better. If your dungeons are largely just walking around exploring and collecting treasure chests, and occasionally hitting switches to open doors, I'd probably go with his method. But if your environments have a lot of complex Zelda-style puzzles that involve moving objects around and tend to make the player pay attention to height sometimes, then I'd say to definitely use my method, even if there aren't any such puzzles on this particular map. The player will be much more attuned to processing the area as a 3D space in their head and will be subconsciously (or even consciously!) trying to make sense of the positioning of the terrain and the objects as they walk through the dungeon, so the fact that you're bending the "physics" of the mapping engine will stand out to them in a bad way.


















