12-28-2013, 09:12 PM
by the way, did I mention that Kain is a genius?
New mapshot with new mapping style, minus events...
Would you believe this is technically all tilesets? That's right, due to Kain's spur of the moment comment last night, i have developed a new modular mapping system that will alllow me to use combinations of pre-rendered pieces to split maps in fourths. I have decided that each cell (map screen) will be 32x32 allowing the same scrolling and borders. However, that's where everything will be expanding. I also plan to look into the whole idea of tileset switching, so that I can build multiple cells on one Edited map, while still giving the player the feel that he moved from one map to another. This will greatly enhance my ability to have TONS of maps while still staying in the 999 map capacity, and reusing the modular Tileset Pieces allows me to render a dozen corners, a dozen walls, and have literally thousands of possible combinations, per map cell, each referenced by calling those B,C,D, and E tilesets straight from the database with script calls.
this will also keep my monsters CORRALED into one cell so they don't wander. I don't want my Wolf-Laden Giant (Lvl20) running down and bothering me while I'm killing Vexer Lizards. (Lvl 2)
As I am still using the events for all props and buildings for the z-buffer effect, I can have a visually rich world with little impact on filesize.
New mapshot with new mapping style, minus events...
Would you believe this is technically all tilesets? That's right, due to Kain's spur of the moment comment last night, i have developed a new modular mapping system that will alllow me to use combinations of pre-rendered pieces to split maps in fourths. I have decided that each cell (map screen) will be 32x32 allowing the same scrolling and borders. However, that's where everything will be expanding. I also plan to look into the whole idea of tileset switching, so that I can build multiple cells on one Edited map, while still giving the player the feel that he moved from one map to another. This will greatly enhance my ability to have TONS of maps while still staying in the 999 map capacity, and reusing the modular Tileset Pieces allows me to render a dozen corners, a dozen walls, and have literally thousands of possible combinations, per map cell, each referenced by calling those B,C,D, and E tilesets straight from the database with script calls.
this will also keep my monsters CORRALED into one cell so they don't wander. I don't want my Wolf-Laden Giant (Lvl20) running down and bothering me while I'm killing Vexer Lizards. (Lvl 2)
As I am still using the events for all props and buildings for the z-buffer effect, I can have a visually rich world with little impact on filesize.
BLOG: JayVinci.blogspot.com
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Ambitions: RPG Developer Bakin
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