12-02-2013, 01:08 AM
Okay, so I get to smack myself in the forehead yet again. I found out that an anti-lag script I had in the RMVXAce was cause me a lot of grief, and that by simple removing it. I still don't have a ton of lag, and events are now global on the level instead of popping in and out. Then of course, in order to figure out how to do the best of a tiled engine AND a pre-rendered engine, I went back and looked at games like Diablo... I found a game called Celtic Kings, that while still being a tiled game, had that aspect that looked pre-rendered, and that in conjunction with the idea of starcraft II's custom doodads, it hit me. I can render pieces of maps as events, below characters, above characters, at the same level as characters in a way that I can still have the look and feel of the game I want with no problems with filesize and moreso, I can do much larger maps because of it.
Here's my Sunday Screenshot, still working on making sure my map style works for all kinds of different environments but I'm happy that now I can create even SUPERTILES, that act as an additional 3 layers and allow me a lot more freedom. Also got the 'resolution' engine done. This doesn't give me an HD resolution, but it is an optional window that allows one to change his window size to one befitting his desktop size, along the same aspect ratio.
with events and more I can really add details to my map, and the tilesets allow me to do pretty much anything I need to do. I even got rid of the basic wall pieces so that i can concentrate on less square multi-tiered levels. the way that i see it, if I can keep maps to less than say 60 static events, and maybe 30 animated events. I should be fine.
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