12-28-2013, 04:21 PM
btw, I want to acknowledge Kain Nobel - In one night of brainstorming, he helped me to click a switch in my brain that with a little work will completely resolve my mapping problems for good!!!!
Some members of this forum ahd tried to guide me through small filesizes, while I wanted my current game project to have a prerendered feel to them. Kain turns around and told me about a modular pre-render he had seen in another game, and it got me thinking on how to implement this in my game and keep my filesize small at the same time.
I think I have done it.
By making my maps 32x32, I can store corner and wall Terrain renders in my B, C, D, and E tilesets, each one is only like 468k each, and I can use enough variations for like say 8 of each of these corners, and 4 wall pieces per map. This will give me greatly increased productivity, as I can just change the tilesets that I use in the DATAbase, not the paint brush. I can then use either Yami's Overlay Map for a 'ground' paint of various areas I'd like to texture, or ground events that will always be below characters and events for everything from roads to terrain changes, even just globs of different flowers or whatever. My A5 Terrain acts as the base terrain, with all my little tile corners, walls and even some base terrain variations that do NOT look blocky in the game at all. I'm going to work on some more of these soon, but it's looking like a definite winner so far.
KAIN YOU ARE A GENIUS!!!
Some members of this forum ahd tried to guide me through small filesizes, while I wanted my current game project to have a prerendered feel to them. Kain turns around and told me about a modular pre-render he had seen in another game, and it got me thinking on how to implement this in my game and keep my filesize small at the same time.
I think I have done it.
By making my maps 32x32, I can store corner and wall Terrain renders in my B, C, D, and E tilesets, each one is only like 468k each, and I can use enough variations for like say 8 of each of these corners, and 4 wall pieces per map. This will give me greatly increased productivity, as I can just change the tilesets that I use in the DATAbase, not the paint brush. I can then use either Yami's Overlay Map for a 'ground' paint of various areas I'd like to texture, or ground events that will always be below characters and events for everything from roads to terrain changes, even just globs of different flowers or whatever. My A5 Terrain acts as the base terrain, with all my little tile corners, walls and even some base terrain variations that do NOT look blocky in the game at all. I'm going to work on some more of these soon, but it's looking like a definite winner so far.
KAIN YOU ARE A GENIUS!!!
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