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How to overcome the tileset limit when your project demands it?

Maus

Member

Since an unfortunate change to Vista, I am basically restarting work on my game- which on XP was about 50% finished.

Major problem, though: My game includes a time-traveling element-- which means that it includes, aside from the typical medieval tileset, two futuristic tilesets (in and out) and two contemporary city tileset (in and out) .
Now, I think VX is a great improvement over the previous program in everything but the combat and the new mapping system. My question is: is there any way to get around this? I know there is a restriction on tileset sizes now, so I can't just combine them. What's a developer to do? Any ideas?  :huh:

Here are some screens from the previous game so you can see the extra tilesets I used:


http://img.photobucket.com/albums/v22/m ... G-0014.jpg[/img]

http://img.photobucket.com/albums/v22/m ... G-0017.jpg[/img]

http://img.photobucket.com/albums/v22/m ... G-0026.jpg[/img]
 

Maus

Member

Thank you for those of you that replied to me. After seeing Buzz's tutorial I can only say one thing:

It is limiting IN A WAY as far as using diverse tilesets, but it also opens another set of unlimited possibilities. Knowing this, I am not really that upset that they cut down to two layers, since essentially the control of it all is in MY hands.

Now I just need to wait for someone to fix the ugly new combat engine and turn it into something interesting, and it'll be perfect!
 
Guardian1239":2gldxatw said:
Bugbuzz made a tutorial about using panoramas to create maps.  Also, you could consider splitting the game into episodes if you don't like that idea.

~Guardian1239

I thought about splitting my game into episodes...but I couldn't see a way to load saved game data into the next episode along the way...has someone found a way to do this yet? Or would the sequels all have to start with generic stats/equipment?
 
Skaithe":dk3pzo5r said:
Guardian1239":dk3pzo5r said:
Bugbuzz made a tutorial about using panoramas to create maps.  Also, you could consider splitting the game into episodes if you don't like that idea.

~Guardian1239

I thought about splitting my game into episodes...but I couldn't see a way to load saved game data into the next episode along the way...has someone found a way to do this yet? Or would the sequels all have to start with generic stats/equipment?

Just assume what level there at or limit it in each episode but in each high episode make the first level higher (the max of the last one) and raise the cap.
 
@SpawnUchiha: That's not the best way to do it, and players will lose all their items and equipment they found along the way.

Skaithe, do you mean making separate games, like the Arcs in MotW? One way you can do is make Map1 a blank page that asks you to save and shuts down. In Episode 1, at the end of the game, transfer the player to Map1. Then in Episode 2, keep Map1 but delete all other pages and continue it. Now modify Map1 and after the save command, transfer the player to the next map and continue.

This should work, providing you keep all the old equipment, items, and skills the same (you can add new ones, though). All the player has to do is just move their save file from one episode to another.

Voila, it's done.
 

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