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Again, Map Limit. Which way to go?

yeah okay great my reply just failed.
Anyway I said I'd definitely be doing a couple of bigger maps split into sections like you said if not only for performance. I won't be imitating everything exactly the same like making all the hidden passages but those will be just similar dwellings, one room with a guy to talk to.

And yeah, my game won't be just Link walking aimlessly around. There'll be more characters, dialogue and you'll have a clue on where to go next or straight out be told where to go.

Thanks for clarifying this for me. I can continue working on it now.


I've also managed to get a script that allows map scrolling pretty good. Not exactly right but of all the different scripts, this one's the best. I just need to figure out now if I can do the same scroll even if the player is transferring between maps, not just when he's moving between screens on the same map.

Again, Map Limit. Which way to go?

I'm not saying anybody's wrong? I'm just asking what would be the preferred method to do this, aside from whether I'm trying to complete a finished game or not or doing this for practice or not and I'm just having a hard time finding the right script for it. I'm trying to figure out how to replicate the exact thing but if that's not possible, I'll be fine with something similar. I managed to copy it exactly on VX Ace with a Map Slide script but that's where I had every screen a single map and a lot of events for all those screen edge tiles.

Who says I'm not making an RPG game? The maps from Zelda isn't the only thing I'm doing. And I'm not making an action game. There's random encounters. It's just for fun. Now I know RPG is a huge definition and true RPGs are not like some JRPG and Final Fantasy. You're not talking to someone who knows nothing about gaming.

If I'll get this map business right, I can work very far without much help. I just need a clear explanation, especially performance wise, what's best to do. Should I make one large 256x256 for the light world and stitch screens together with camera locks, should I make a separate map for some sections like mentioned before, one for death mountain, graveyard etc? Or should I keep it as I started, one map for every screen? What impacts performance the most? Number of maps? Large maps? Way to many events on a single map?

Games are different. You might need a lot of work and time on your mapping and less somewhere else. You may write your own scripts from scratch and make extremely simple maps. Just writing an original story that's good, writing a script and other documenting about your game...of course this all takes ridiculous time.

I've tried making a bigger map and a few different scrolling methods and plugins and I run into some problems with all of them. Still trying it out but any thoughts and ideas are welcome.

Again, Map Limit. Which way to go?

I was looking for such a camera trick but didn't find one that works exactly.
I don't understand why people talk as if this is so impossible to finish. I've already made all the tiles from Zelda 2 overworld and Zelda 1 overworld. If you look at Zelda 1, there's very few different tile graphics. It now literally takes a minute to draw each map.

The dungeons are a couple of more tiles but they're all just color swaps from there.

One thing I should mention, I may be relatively new to RPG Maker but I'm not a Photoshop beginner and am quick to learn computer related stuff.

RPG games are large games and do take time to make. If I don't finish this game, it's not because it was too big a project.

A world map in an RPG game is a big map. Yes I'm trying to make a game three times as big as Zelda because it's an RPG version. That doesn't mean it's impossible.
Like I say also, I consider this to be a practice project just as well. If I finish it, then great. But you don't have to limit yourself to a 5 minute game to practice and learn stuff. You can just as well work your way through a bigger project. I'm not a level 1 beginner.

It could well be that I won't reach 999 maps, but I don't however see the problem with it if I will unless it's hardware related and I just can't work around it. People just say "you'll never do it" or "are you immortal, you won't live that long." I'm making the same thing whether it's one big map or multiple small ones. Well roughly.
There'll be 9 main dungeons in the first world. That's 180 maps if we say that all of them are 20 map screens but some of them, like the 9th level will ultimately be bigger.
Say there are 8 levels or so in the next world, that's 160 maps and again, more maps for the larger dungeons. Then there's optional dungeons which I don't know anything about yet. They don't have to follow the same format with map slides and stuff and I don't plan to make all the dungeons act the same anyways. Some of them will look like the Z1 dungeons while others will have larger maps like Z2 and Z3 (obviously not 2d platforming like in Z2) but some of the dungeons are meant to be underground...something like in Z1 while others are more like palaces.
Adding this all together, 2x Zelda 1 worlds, two Zelda 2 worlds (only two maps), 9 dungeons with 20 screens in world 1 and 8 in world 2 I have 593 or so. I can add onto this some maps since dungeons will be larger than 20 maps. There's towns and buildings which I haven't reached yet and optional dungeons but ultimately, I may not reach 999 maps but in the current format, I'll be getting dangerously close to it.

Now if there is a way like you guys have mentioned...to make the Zelda 1 world a single map by moving the camera only at the edge of the screen, I'm pretty much set, I'll definitely do so. That means, the Zelda 1 world will become 2 maps instead of well.....256 or whatever it was. Same for dungeons, only one map per dungeon instead of 20+
This is what I'm trying to figure out...the best way to achieve this map sliding feature without using multiple maps. So as to know what path I need to take from here. Taking the maps I've already made and copying them into one big map takes just a couple of minutes. This way, I'd be able to finish the whole Zelda 1 world with one map, getting rid of all map naming and map arrangement stuff.

And wow...sorry, this wasn't supposed to be so long jesus....


EDIT: Sorry short edit....I've just tried GALV's camera plugin and it seems to work just fine. The events on the edge of the screens just moves the camera to XY and it's just easy as hell. Only problem is it slows down as it nears the coordinates. I'd like a more linear transition. But it's better this way.

You guys don't happen to know how I can make it so Scroll Map doesn't slow down as it reaches it's destination but rather has a linear movement?

Again, Map Limit. Which way to go?

Hi everyone. My third post here, unfortunately forgot to post in Introduction. I'll do that next :)

So taking the cat out of the bag...my first sort of practice project on RPG Maker was to recreate Zelda as an RPG game...something someone has undoubtedly done before...I've mapped a few maps from Zelda 1 and the world map from Zelda 2.
I originally was working on it in RPG Maker VX Ace but have moved to MV, but more on that in my future Introduction post.

I was searching yet again, after coming back into RPG Maker game making, on the topic of the 999 map limit and stumbled on this thread here:
https://forums.rpgmakerweb.com/index.php?threads/max-number-of-map-in-mv.75012/

So what I can see is people usually disregard this topic saying that no one needs more than 999 maps. I decided to link this here since they mentioned Zelda there.
So since it wasn't answered there for me.....I have a question which I need addressed before continuing on my mapping for Zelda.

At the moment I have each screen from Zelda 1 mapped as one small map. Which means the overworld in Zelda 1 is 128 maps all together. If I map the dungeons the same way that's plenty more maps. The overworld in Zelda 2 is only one map since that'll act as the main world map.

On top of this, I planned on making an alternative version of the world....a Dark World perhaps or a past world, don't know yet. That's 128x2 maps + more dungeon maps for dark world levels.

I'd also like to make some optional dungeons but they don't all have to be composed of small maps. Towns for instance will be one map per town, then sub maps for buildings.

I was using a map slide script in Ace which I've yet to implement into MV but since I wanted to use this I have to keep each screen as a whole map right?

So....I am afraid I might exceed the 999 map limit in this case unless there's a way to somehow hide parts of the map or simply put....if there's another way to make this exactly like you were playing Zelda 1. You move to the edge of the screen, the camera not following you and then the map slides into the next screen and so on.
I even think that if the Zelda 1 map is one map, it wouldn't offer enough tiles to do the whole thing. There's what....16 tiles across on each screen and 16 screens so that's......what lol, that's 256, exactly the max number available in MV...

I'm just wondering, should I continue working like this...? Do I have a reason to worry if I'll exceed 999 maps? Or IS THERE a way for me to let this work?

I plan to make a play video but I want to finish at least one dungeon first.
I have written some plot summary for the first 4 or 5 levels or so, but I don't want to go too far unless this issue is addressed.

Regards

A5 Tileset? Is that enough? (+ Vehicle Passibility)

Well I only have one world map where you can use a ship and an airship. And only one type of water tile which is basically one of two tiles that are impassable for the actors, including mountain tiles.

The ship is supposed to pretty much just work on the sea tiles. I have some bridges as well which the ship should be able to pass under but I'll work that out with Events (although there has to be a distinction, since the actors pass over the bridge, the ship goes under).

The airship is fine regarding well, it can pass over everything, however, the problem with that comes with the landing part. It should be able to land on grassland, dirt paths and even deserts, but I need to exclude forests, swamps and more which are all passable for actors.

Haven't fetched it yet, but I'm gonna believe that regions plugin will work for all of this.

A5 Tileset? Is that enough? (+ Vehicle Passibility)

author=kory_toombs
You might need a script made by Yanfly which uses regions to determine where actors and events can go. This will make it so that even through events can't cross specific regions.

https://yanflychannel.wordpress.com/rmvxa/field-scripts/move-restrict-region/


yeah I knew something like that existed and am sure I could use it...so I'd just make the whole sea a specific region. Hopefully I can make it so that the actors can't pass but the ship can.

author=Marrend
I went back to the test-project to double-check on something. Now, originally, the map I was testing on was technically a copy-paste of a map with water-tiles on it. Which might explain how I was able to move around on the boat. However, when I re-did the map from scratch, I was not able to move with either the boat or ship, like you observed.

I'm not really sure how it determines this via the tileset, but, there are a few functions in Game_Map...

...that may be of interest to you.

Thanks for taking the time to test it. I'm no programmer although I've come to understand a lot just by changing some custom scripts and stuff so I'll not be editing any default scripts on my own. But I've been wondering where you could find stuff about the vehicles. I don't really understand why the database doesn't allow for more elaborate options for the vehicles. I would rather want to be able to change specific passability on the Tileset menu although it would evidently take some time I guess. Just having a menu for passability for ships and airships. This in turn would possibly allow to have more than one airship type like in FF5 where the dragon can't fly over certain mountain tiles, whilst the black chocobo and airship can (always bothered me how the black chocobo was so superior to a dragon....)

It's good to know where to find those script lines. I could take a look at that.

Worth moving a game from VX to MV??

what if I'm doing a game I can't sell and a lot of people (given that I complete this for whatever reason) would play mostly on mobile?

Actually, after working a little on MV I'm already getting into strange problems. Like B tiles stacking on top of each other. Is that normal and did it happen in Ace too? Don't remember that.

I would have never moved the game had I been a long ways into developing. I just have some 18 Maps or so and repainting stuff into MV hasn't been too brutal. Kill your darlings and all that.

One thing I was stressed about continuing Ace is that I'm no programmer and am not going to make any scripts on my own, Java nor Ruby. So in the instances where I'll need custom scripts, as I will, I must rely on the community. So I was afraid users would abandon making Ruby scripts for those still working on Ace.

Can you guys tell me some specific things as to why to dislike MV? Any terrible bugs, features that have changed for the worst (I know the map max size has changed which has already impacted me) etc etc? Or tell me anything MV has positive other than multi platforming

Worth moving a game from VX to MV??

I didn't have any scripts on my own that is I'm no programmer and don't know scripting, I only had a few scripts from others and nothing too fancy. So I've already moved the game mostly to MV but it's been a little time consuming pain.

I'm already getting into some problems, like I had painted a map in Ace with 500x500 size but when I imported that into MV using the converting script, some of it got cut because MV only has a limit of 256x256. So I had to copy the whole thing after painting it AGAIN to add the rest of it which meant also moving or replacing events and passage tiles.

I'm still unsure if the positive sides are going to outweigh the negative sides or vice versa.......

A5 Tileset? Is that enough? (+ Vehicle Passibility)

well I tried putting my ship in water impassable by my actors but it didn't move so I think I'll have to tell it that that's a water tile unless it's a specific space on the A5 template. Then obviously I don't want my ship to move anywhere else, it's not supposed to go through mountains. I only have one graphic for water, nothing animated and such so maybe that just has to occupy the correct water tile space on A1 (or A2 whichever it was).
Likewise a problem with the airship, I have forest tiles that are passable but I don't want the player to be able to land their airship on it. Same for swamp tiles for example

I don't think the A5 tileset is programmed like the other A sets to work with ships. Specific tiles on A1 for instance are meant for water tiles, whether it be custom made or default.

A5 Tileset? Is that enough? (+ Vehicle Passibility)

Hey guys.
I have some speculations about the A tilesets. It‘s questions I presume have been asked before but I found it difficult to find exactly what I was looking for.
So when working on a game some time ago on Ace, I stopped trying to work with tilesets A1-A4. I just couldn‘t handle trying to make out how autotiles worked and stuff when trying to make my custom tilesets.
Then I came across Tileset A5 which did what I wanted in this case. I could just put my custom tiles wherever and they appeared in that exact spot in the editor. Basic stuff.
So on this project, I have no need for autotiles that I think of. My graphics for this particular game is extremely basic. Like old 198X NES graphics. Tiles are just tiles and nothing fancy about it. No specific borders or no borders. Also, and maybe more importantly, I don‘t think I need any animated tiles. If I make a move in a certain direction later I might need it for some maps but then I‘ll just have to master that.
So what I‘m wondering is...are there any major drawbacks when using only A5? I need very few tiles for each map so I don‘t need to fill a whole tileset template of different graphics. I‘ve just been using A5 and then B to put rocks, cliffs and stuff. And no, I have no transparent stuff on A5.

But another more complex question came up then.......how does this affect Ship and Airship passibility? How does that work for the A5 tileset? I have tried it and it seems at a glance that all tiles on A5 are impassable with a Ship. Can I change specific tiles in A5 to become passable with a ship and an airship? I suppose I could set a specific region on water tiles and make those regions passable on ships? Yes?

Thanks
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