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Maps and Cutscenes

Hey,
I have a question about how I should organize my maps.
When in games there are cutscenes, they use normal maps but have a different event or more people / such. In these cases you can't just make and autorun event that runs when a switch is on for the cutscene. You'll probably end up making a duplicate of the map for that cutscene.

But in my game, alot of cutscenes take place on the same maps, and this is the case for alot of them. What should I do? Make a new map for each cutscene? Wouldn't that get too big in file size?

:S
Action
 
Remember, you can always add a new blank event page with the Cutscene Condition Switch to make events disappear. I tend to reuse maps, but there's nothing wrong with adding more maps; filesize increase is minimal and only really affected by graphics and audio. Unless you're planning on making a game, say, larger than MotW's seven arcs (just about 999 maps), you needn't worry about running out. (If you do, of course, there's always scripts to remedy that.)
 

Ares

Member

You could make a variable for the cutscenes in that city, and every time the story progresses and you need to process a different cutscene you can add a certain value to that variable, and then add an event page for each cutscene to each event with variable condition on that map. That way you can do it all on 1 map (although that may become a bit crammed after many cutscenes) or make 1 "in-game" map and 1 cutscene map.

And you don't have to worry about filesize if you use multiple maps for 1 city, map data files are at largest around 80kb, so it will only really add a bunch if you really have a lot of maps. The size of your game is generally ~60% music, ~30% graphics and ~10% rxdata files (rough estimate).
 

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