11-22-2015, 11:16 PM
@Melana I have to say the lighting is pretty good as well as the use of torches giving the illusion of the lighting with the script.
Maps and screenshots thread
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11-22-2015, 11:16 PM
@Melana I have to say the lighting is pretty good as well as the use of torches giving the illusion of the lighting with the script.
12-07-2015, 01:58 AM
The edge of one of my thousands of floating islands.
I just love floating islands. It's such an fascinating imagination.
12-10-2015, 12:14 AM
Hey everyone, I love these kinds of threads. Seeing everyone's amazing maps inspires me to make my maps better. So in the spirit of helping someone else I figured I'd post a few of my games maps in there entirety, and see what you all think.
Content Hidden
12-10-2015, 01:26 AM
All those events in the bridge map sparked my curiosity.
12-10-2015, 01:54 AM
12-10-2015, 04:43 AM
Ah. Easier than redrawing the tilesets at the different contrast/brightness levels? And a forest that looks like a dang forest. Nicely done.
But with the number of events in the bridge map, are you using an anti-lag script? All events on a single map refresh and draw upon the game's resources, so your frame rate may slow down. An anti-lag script stops events from refreshing except within the 20x15 tile area of your viewport (and a little bit outside for good measure). Near Fanastica made the first, others were made by Lambchop/Amaranth (her super simple...), Zeriab, and a few others.
12-10-2015, 04:54 AM
(12-10-2015, 04:43 AM)DerVVulfman Wrote: Ah. Easier than redrawing the tilesets at the different contrast/brightness levels? And a forest that looks like a dang forest. Nicely done. Never really thought of redrawing the tiles, but it would probably be a bit smoother than opacity levels. I probably will implement that script into my game at some point, but i'm not over concerned with it right now. Thanks for the forest compliment, damn map took me like 4 hours to make... I'll post some more of my maps pretty soon.
12-10-2015, 07:04 AM
Well like I say, invest in an Anti-Lag script when you have a lot of events. It prevents a lot of jitters and slowdown in the game.
12-10-2015, 11:49 PM
(12-10-2015, 01:54 AM)Terra420 Wrote:(12-10-2015, 01:26 AM)Steel Beast 6Beets Wrote: All those events in the bridge map sparked my curiosity. I see. That's a trick I'll sure to remember when I make a bridge on my game. And I occur with DerVVulfman about the anti lag script. I used to have a lot of troubles with framerates dipping into single digits and general janky-ness until I decided to install and new and improved version of Near Fantastica's script. It really made a world of difference.
12-11-2015, 04:18 PM
(12-10-2015, 11:49 PM)Steel Beast 6Beets Wrote:(12-10-2015, 01:54 AM)Terra420 Wrote:(12-10-2015, 01:26 AM)Steel Beast 6Beets Wrote: All those events in the bridge map sparked my curiosity. Yeah I just recently had a slight lag problem on one of my maps because all the rooms were on one map, and I added a bunch of particle effects to the torches. But I changed it so their not all on one map and it helped a ton. I was also trying to put Near Fantastica's script in but I can't figure out how to turn off the event halting process for thing like birds, certain npcs, etc. Also it would probably take forever since I have probably well over a hundred of those types of events in my game. Might as well post a screenshot since this is that kind of thread. There was 25 torches total on this map but now there's 16 since I moved some. FPS went from like 8 back up to 19. Edit: Lol, didn't realize my staircases were too long untill just now, should probably change that. |
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