Sucker Punch
Member
I need advice here.
Basically what I want to do, instead of making separate maps for each little house in a town, I'd just make maps for the important/large locations. For all the less significant ones, I'd just combine it into the map, and fade out the roof when the player enters the door. So you're still able to see the town map, but you'll be able to see into the house as well.
Theoretically, I know how to do this. It's very simple, but it's also horrendously inefficient. I'd combine the outside and inside tilesets into one, make doors with transparent openings, and simply use events for all the roof tiles. Then, as a player enters a building, simply fade out all the roof tiles.
I don't see any problem with it, seems simple, pretty foolproof, and would look alright.
Only thing is, with that way, on bigger houses I'd have dozens of events with Set Move Routes set up to slowly change the opacity of all the tiles to 0. That sounds ridiculously inefficient, could affect performance, and I'm concerned that (since I'd have to set all that up in series) all the tiles wouldn't fade at the same time.
Is there a way to affect multiple tiles at the same time? Can you make an array of events or something?
Basically what I want to do, instead of making separate maps for each little house in a town, I'd just make maps for the important/large locations. For all the less significant ones, I'd just combine it into the map, and fade out the roof when the player enters the door. So you're still able to see the town map, but you'll be able to see into the house as well.
Theoretically, I know how to do this. It's very simple, but it's also horrendously inefficient. I'd combine the outside and inside tilesets into one, make doors with transparent openings, and simply use events for all the roof tiles. Then, as a player enters a building, simply fade out all the roof tiles.
I don't see any problem with it, seems simple, pretty foolproof, and would look alright.
Only thing is, with that way, on bigger houses I'd have dozens of events with Set Move Routes set up to slowly change the opacity of all the tiles to 0. That sounds ridiculously inefficient, could affect performance, and I'm concerned that (since I'd have to set all that up in series) all the tiles wouldn't fade at the same time.
Is there a way to affect multiple tiles at the same time? Can you make an array of events or something?