WHAT'S AN EASY WAY TO HIDE PARTS OF YOUR MAP?
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Engine: Rm2k3
What I mean is I want to make rooms impossible to see until you open the door to the room. The only method I can think of is using solid black pictures to hide rooms, but then I have to make a picture for every room. Another method would be placing events to hide the rooms, but then I have to change the events that are in the room.
Anyone know a better way then what I mentioned?
What I mean is I want to make rooms impossible to see until you open the door to the room. The only method I can think of is using solid black pictures to hide rooms, but then I have to make a picture for every room. Another method would be placing events to hide the rooms, but then I have to change the events that are in the room.
Anyone know a better way then what I mentioned?
You could try an insta-teleport. Basically you change the teleport transitions to no-erase/instant-show so the player doesn't notice the transition. Then you teleport to a duplicate map with the room open. You might be to get some neat transitions by using mosaic instead of instant-show, actually. Otherwise, I think the picture method is best. Just use one big black picture for all your rooms; no need to make a separate one that exactly matches each room.
There's no better way. I used events before, it works if you have rows of black events that are turned on/off by a switch activated when stepping through the door. But using pictures is also a very simple method. Doesn't get any simpler.
Thank you everyone for your suggestions so far. Guess I will have to experiment and see which method works best for what I need.
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
One way I've done it in the past is to have two tilesets, almost identical, but one with a wall tile and one with an invisible tile in that spot. Cover the area with this tile. And then just change the map's tileset as you move. This way, wandering NPCs don't get reset to their original locations, and it's much faster than teleporting. You also only have to make one copy of the map.
Works better with three layers. In 2K3 you might have to heavily abuse events as a third layer, or make a lot more different bottom-later tiles than you're used to making.
Works better with three layers. In 2K3 you might have to heavily abuse events as a third layer, or make a lot more different bottom-later tiles than you're used to making.
I don't think I understand what your saying. If I make the wall invisible I can still see everything else in the room. If I set a floor tile to be above events/hero I might be able to get it to work, but I would have to have a wall tile and a floor tile for every room on the map. I don't see how this could work since there are 4 tiles for the wall and chipsets are limited in size.
This does give me an idea though. Instead of switching chipsets I can just make 1 tile per room in the upper layer chipset then place the appropriate tile over its corresponding room and when the character enters the room I substitute the tile for the transparent tile. Perhaps this is what you meant? I wouldn't be able to use my upper layer then, but I don't think that will be a problem since I can just use events instead. This would be better then using events to cover rooms since it doesn't take up map event space.
This does give me an idea though. Instead of switching chipsets I can just make 1 tile per room in the upper layer chipset then place the appropriate tile over its corresponding room and when the character enters the room I substitute the tile for the transparent tile. Perhaps this is what you meant? I wouldn't be able to use my upper layer then, but I don't think that will be a problem since I can just use events instead. This would be better then using events to cover rooms since it doesn't take up map event space.
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