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In RM, making a map where you keep 'templates' of commonly used events, such as treasure chests, on screen encounters, NPCs, etc is incredibly useful.

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Solitayre
Circumstance penalty for being the bard.
18257
I used to do something similar to this, back when I actually worked on games.
Haha!

Yeah, it's not just RM, either. Many game making engines have a way for the player to make a 'dummy map' to store commonly used pieces of script.
unity
You're magical to me.
12540
Yep! I use this in almost all of my games! ^_^ Really saves time.
Solitayre
Circumstance penalty for being the bard.
18257
Professional devs do things like this too. If you poke around in, say, the data files of Morrowind, you can find hidden maps that seemed to be used for asset templates or testing areas.
It's pretty much mandatory if you ever work with SRPG95. Otherwise just a simple treasure chest can feel like reinventing the wheel again and again.
Craze
why would i heal when i could equip a morningstar
15170
Yeah, I do this. I also have a "shift-click" map that lets me quickly grab bits of terrain that are a pain to do by hand every time.
Didn't do this for a long time. Wasted a lot of time. Figured out that this is vital, especially if you are making a game were no map exceeds 20x15.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
I do this! Even more now than ever since the battles take place on screen!
CashmereCat
Self-proclaimed Puzzle Snob
11638
For some reason, I don't often do this. I often just copy-paste events from other existing maps that closest match the purpose that I need to use it for. In practice, though, it would be effective to use a map for templates, esp. with regard to team projects, just so that team members can easily copy/paste events instead of having to figure out what I'm thinking all the time.
author=Craze
Yeah, I do this. I also have a "shift-click" map that lets me quickly grab bits of terrain that are a pain to do by hand every time.


I used to have one of those shift-click maps but when the project got too big it was faster just to make up the tile on the spot, I found. But yeah, dummy maps!

Also, in Ace, I have a few scripts at the top of the list with:
=begin
=end
That let you write anything in between those two in just normal, non-script writing. This means that I can have a bunch of notes at hand in the game itself (before Ace I used to use some Common events with Comments and Message Boxes for this reason).

I also tend to separate maps depending on what they are. So if they're towns I have one map as the central towns maps, under which I can find all the towns. Same with Dungeons and the like. So, for example:
Town:
- Elfa
- - Town Center
- - - Inn Inner
- Canna
--Outskirts
---Farm Inner

Dungeons:
-Mytha Cave
--Entrance
---Left fork
----Dead end
---Right fork
----hallway

and so on
This is so handy. a great practice!
slash
APATHY IS FOR COWARDS
4158
I do this all the time, it's great! In VX Ace, I also use Common Events to store independent things like menus or help boxes that you might need to pop up anywhere.
charblar
"wait you made this a career?"
3574
I do this all the time but for unity... the keyword is prefabs. Lots of prefabs
Solitayre
Circumstance penalty for being the bard.
18257
So this might be fun. If you have a map like this in your project, show it to us!
author=Solitayre
So this might be fun. If you have a map like this in your project, show it to us!


I think I'll do this when I get home today!

Stay tuned!
unity
You're magical to me.
12540
Here's mine for Luxaren Allure ^_^

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