11-28-2013, 04:56 PM
to Ahzoh, no, those are with lighting being from down screen, if you have a diferent shadowing angle you'd like, please let me know.
Now, while I can still continue to deliver my tiles screens, I'm now looking at the 3d rendering as possibilities now, creating SUPERTILES for a Tiled render. Granted this is still going to render larger sized maps (filesize wise) but would render them in a way that would match games like Diablo II and Baldur's Gate with the same movement arc. I think I may revert back to that, as for some reason, my road tiles still are not looking quite right and limited by RMVX's ability to do autotiles with more organic feel (16 pixels vs 32)
http://compresspng.com/
Now herein lies the issue with using full rendered maps. I need a better compression method! Using this prgram link listed above, and converting a PNG down to 128 colors, a 960x960 pixel image (30x30 map) comes to 768K - That's 3/4 of a meg. I am looking at creating a Background layer, and a foreground layer, with other layers that match the spots the players actually interact with on a Z-Level (moving both in front of and behind as Event Layers (And adding them as elements to the parallax layer. However, we're still looking at at least 1.5 megs per map display, and a whopping 500 megs overall... However, with this system, if I DID decide to have basic map copies, my parallax background maps can be re-used with a ground map (With transparency) take care of any areas that are different from say the basic background fleshing of an area (foresty floor for forests, desert rocks for a desert.)
With some clever layer manipulation I may be able to drastically reduce the overall filesizes of my overlays in a way that brings this down to less than a meg per map overall..
I am requesting a script request in another thread.
Now, while I can still continue to deliver my tiles screens, I'm now looking at the 3d rendering as possibilities now, creating SUPERTILES for a Tiled render. Granted this is still going to render larger sized maps (filesize wise) but would render them in a way that would match games like Diablo II and Baldur's Gate with the same movement arc. I think I may revert back to that, as for some reason, my road tiles still are not looking quite right and limited by RMVX's ability to do autotiles with more organic feel (16 pixels vs 32)
http://compresspng.com/
Now herein lies the issue with using full rendered maps. I need a better compression method! Using this prgram link listed above, and converting a PNG down to 128 colors, a 960x960 pixel image (30x30 map) comes to 768K - That's 3/4 of a meg. I am looking at creating a Background layer, and a foreground layer, with other layers that match the spots the players actually interact with on a Z-Level (moving both in front of and behind as Event Layers (And adding them as elements to the parallax layer. However, we're still looking at at least 1.5 megs per map display, and a whopping 500 megs overall... However, with this system, if I DID decide to have basic map copies, my parallax background maps can be re-used with a ground map (With transparency) take care of any areas that are different from say the basic background fleshing of an area (foresty floor for forests, desert rocks for a desert.)
With some clever layer manipulation I may be able to drastically reduce the overall filesizes of my overlays in a way that brings this down to less than a meg per map overall..
I am requesting a script request in another thread.
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