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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
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)
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
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
Worth moving a game from VX to MV??
Hi guys.
New on this site, had a couple of posts on RPG Revolution but goodbye site and goodbye profile.
So a semi simple question.....I started working on a game on VX Ace and was wondering:
A: Is there anything you can easily import straight into MV from VX or do you have to make everything from scratch?
B: Is it worth it, moving a game you've already started on from one engine to another?
So I'm not far but far enough that it's a choir. I just finished painting a world map and it took two days (or well, about 3 sittings for hours). I have mostly been working on maps and have just a few battle mechanics semi sorted out. But there's not really a whole lot of game mechanics done. Mostly maps like I say.
I am working on an RPG version of an older game, just a remake, not meant to be sold. I've been playing it and capturing graphics directly from the game and needless to say, I've got some plenty of Photoshop files, but one question is, have sizes changed a lot in MV? I wouldn't mind having to move my PS junk to a new MV folder and most of the maps would take a pretty short time to repaint (except the world map). But am I going to need to change the size of all my tiles!? If so, that's gonna me some headache.
With that said, I took a short peek at MV and I like some features, some which I would definitely use, stuff that I have in my game but through scripts which is default stuff in MV (SV for example). I also feel that I might want a higher resolution and stuff like that.
I do have a few custom scripts from the forums including:
*Core Xail
*Map Slide Transition
*Damage Popup
*Jet Side Battle (easily replaced in MV I suppose)
*A script for randomly dropped Gold from enemies (a bad thing. Made by a generous guy on the forums which I'll now have to reconfigure if I'll use MV).
*Some script to displaying amount of Gold from XS. Don't even remember what for. I guess it was to show a message during battle saying how much Gold you got from a fallen enemy.
*Gold Limit....to limit amount of Gold you can carry.
*A script to change the limit of how much of an item can be carried. I need this to have a different limit on each item.
*Custom Equipment. To change equipment slots for individual characters. Had a hard time implementing it and it seems MV has a default system in the database for this.
Sorry this was NOT supposed to be this long but please tell me.....should I move the game to MV and if anything, can I easily import anything straight to MV, anything that retains the same sizes, like tiles?
Keep in mind I have started but I only have like 15 Maps.
Thanks
Regards, ST
New on this site, had a couple of posts on RPG Revolution but goodbye site and goodbye profile.
So a semi simple question.....I started working on a game on VX Ace and was wondering:
A: Is there anything you can easily import straight into MV from VX or do you have to make everything from scratch?
B: Is it worth it, moving a game you've already started on from one engine to another?
So I'm not far but far enough that it's a choir. I just finished painting a world map and it took two days (or well, about 3 sittings for hours). I have mostly been working on maps and have just a few battle mechanics semi sorted out. But there's not really a whole lot of game mechanics done. Mostly maps like I say.
I am working on an RPG version of an older game, just a remake, not meant to be sold. I've been playing it and capturing graphics directly from the game and needless to say, I've got some plenty of Photoshop files, but one question is, have sizes changed a lot in MV? I wouldn't mind having to move my PS junk to a new MV folder and most of the maps would take a pretty short time to repaint (except the world map). But am I going to need to change the size of all my tiles!? If so, that's gonna me some headache.
With that said, I took a short peek at MV and I like some features, some which I would definitely use, stuff that I have in my game but through scripts which is default stuff in MV (SV for example). I also feel that I might want a higher resolution and stuff like that.
I do have a few custom scripts from the forums including:
*Core Xail
*Map Slide Transition
*Damage Popup
*Jet Side Battle (easily replaced in MV I suppose)
*A script for randomly dropped Gold from enemies (a bad thing. Made by a generous guy on the forums which I'll now have to reconfigure if I'll use MV).
*Some script to displaying amount of Gold from XS. Don't even remember what for. I guess it was to show a message during battle saying how much Gold you got from a fallen enemy.
*Gold Limit....to limit amount of Gold you can carry.
*A script to change the limit of how much of an item can be carried. I need this to have a different limit on each item.
*Custom Equipment. To change equipment slots for individual characters. Had a hard time implementing it and it seems MV has a default system in the database for this.
Sorry this was NOT supposed to be this long but please tell me.....should I move the game to MV and if anything, can I easily import anything straight to MV, anything that retains the same sizes, like tiles?
Keep in mind I have started but I only have like 15 Maps.
Thanks
Regards, ST
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