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My current project is to recreate an homage version of a very old ASCII rogue-like as a mobile game. The maps from this game consists of walls, doors, secret doors, and openings. The maps also featured one-time fog of war (once explored, always revealed). In rooms, one could find things like stairs, traps (pits, shafts, energy, teleport, guaranteed monster encounters), and various magical effects (darkness, anti-magic, illusions). Based on the combination of these things, one could also find hallways and large rooms. I have started creating a whole map for this game, only to find myself asking some questions. Here is a list: Should I design a whole map, or create a unit by unit map (where a unit = rooms and hallways). If I choose unit-by-unit, can I reuse these rooms yet still keep track of where they are in the big-picture map? If I choose unit-by-unit, can I add and remove unique features via some method (global events?) to prevent visual repetition? How can I best emulate the special features of traps and magical effects on the map level? How should I best pull off the fog-of-war (any good plugins out there that are play-tested and recommended?) How can I include a "create-your-own-character" mechanism in the game? (Both visually and mechanically) How can I include mini-games? How can I include crafting? Today's post focuses on questions 1, 2, & 3 only. Future posts will cover other questions. What experiences and suggestions does everyone have in this area? I'm looking for opinions, ideas, and brainstorming; though if you have technical details of how-to, while that is most welcome, it is not expected at this point.
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Whole map versus Room-by-room? [Design Conundrums]
nijineko posted a topic in Theory and Development
My current project is to recreate an homage version of a very old ASCII rogue-like as a mobile game. The maps from this game consists of walls, doors, secret doors, and openings. The maps also featured one-time fog of war (once explored, always revealed). In rooms, one could find things like stairs, traps (pits, shafts, energy, teleport, guaranteed monster encounters), and various magical effects (darkness, anti-magic, illusions). Based on the combination of these things, one could also find hallways and large rooms. I have started creating a whole map for this game, only to find myself asking some questions. Here is a list: Should I design a whole map, or create a unit by unit map (where a unit = rooms and hallways). If I choose unit-by-unit, can I reuse these rooms yet still keep track of where they are in the big-picture map? If I choose unit-by-unit, can I add and remove unique features via some method (global events?) to prevent visual repetition? How can I best emulate the special features of traps and magical effects on the map level? How should I best pull off the fog-of-war (any good plugins out there that are play-tested and recommended?) How can I include a "create-your-own-character" mechanism in the game? (Both visually and mechanically) How can I include mini-games? How can I include crafting? Today's post focuses on questions 1, 2, & 3 only. Future posts will cover other questions. What experiences and suggestions does everyone have in this area? I'm looking for opinions, ideas, and brainstorming; though if you have technical details of how-to, while that is most welcome, it is not expected at this point. -
Hello RPG makers! Here's Kim_Shyuen. My English is pretty limited, please don't mind I'm doing parallax mapping since 2015. I have beautify at least 40 pieces of map and have enough experiences on solving various problems. Here are my recent works: (these are the map that I beautify for 'Ballad of Officers'.My shop's logo background is also from this game. ) Details : ▷All game engine are accepted. ▷I’m not a parallax mapper .I only beautify the light effect and shadow. ▷The default light effect is day time (You can choose what light effect you need) ,If needed to add another light effect on the same map,each light effect have to pay 3 usd. ▷Promised to get the work done within one week.(except for special event :trips, training camps etc) ▷After finish the work, you will received the PSD file and the related png pictures Contact: ▷ Private message me instead Price Introduction : ▷You have to pay first ▷Only accept Paypal payment ▷All prices are in usd dollar ▷Prices are depending on the difficulty and the map size(according to vx ace size) ▷Outdoor map will a bit expensive than Indoor map Prices: Small map (smaller than 20x24) about 4 usd Medium map(smaller than 30x35) about 6 usd Large map (smaller than 50x55) about 11 usd Giant map (smaller than 60x65) about 16 usd Other light effect: Night, Dawn etc… each+3 usd Modify once above +2 usd Ps. When your map is bigger than (60x65), the price need to be rearranged. To place your order: 1.Contact me and fill in the request template Your map size (Width x Height) Is it an urgent order? Does it need other light effects : Night, dawn, etc? The light source in the map: Other requests? 2. Send me the base map that without default shadow, or parallax file(only accept xcf,psd and png file) 3. Wait for the respond and confirm the payment 4. Paid success = Place order success! Credits and Terms of Use: 1. Please give credit to Kim_Shyuen. 2. The map can be use for commercial ,non-commercial and any type of game 3. Please don’t share the PSD file on any website Thanks for reading and wish you have a nice day!
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What are the general opinions on re-using certain maps?
1Girl3Balls posted a topic in Theory and Development
I'm not sure what people in the game development community think of re-using maps for other areas. For example, Pokemon re-uses the model for the Pokemon Center/Shop, usually with different NPC's, but the exact same map most of the time (some exceptions with larger shops). In RPG Maker, should I be re-using maps for inns/shops? Or should I try to make something different each time? -
Looking for a person to build map tiles from Ancient dungeon asset packs, provided by me. But not restricted to Ancient dungeon only. https://pixanna.nl/tag/ancient-dungeon-tiles/ Examples of finished tiles attached. Total amount of required tiles: Winter theme: 10 Jungle theme: 10 Park theme: 10 Castle theme: 10 Town theme: 20 Underwater sci/fi theme: 10 Amount to be paid: 150$ You may contact me mrcdgroup@gmail.com
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Looking for some tutorials/tips on field maps (and not world maps)
wariolandgoldpiramid posted a topic in Theory and Development
I have plenty of experience with using rpg maker, but I'm not very skilled at mapping. One thing I'm trying to learn right now is how to make field maps that will connect the locations in my game. And I'm not interested in using the world maps, where everything is tiny and it looks like your character is bigger than an entire village. So I'd rather use simple field maps that connect towns/dungeons. I'm looking for tips on how to design those kind of maps, how to make good transitions between locations, what tilesets to use, etc. -
So I'm starting a new project and I put in the Ancient Dungeons tiles to use, imported them. and then tried to set up a cliff. All went well until I tried to place a tree, which caused weird graphical glitches, like a tile was being shoved beneath it.. Around the corners of my cliff, there is the same tile being projected underneath it. While I can work around it for now, I would appreciate any help in solving the issue. I included a screenshot in case that helps.
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Hi everyone, If I check my fps using F2, my results vary drastically, usually fluctuating around 20-40, but occasionally dropping to 10 and rarely ever at 60. Is F2 a reliable source for my frames per second rate? I have a pretty big game in development, but I never go overboard on my map sizes/number of events. I never have maps with either dimension over 100 (rarely over 50), and I rarely have more than 30-50 events on a map (though I do use most of the events for mapping aspects). However, my fps seems to heavily depend on what map I'm currently on. Is the size of the map in comparison to the amount of events the primary contributor to fps drop? I don't run any parallel processes on the maps, just a few parallel process common events when called (though I do have one parallel process common event that is always running, though that doesn't seem to affect fps if I disable it). It's worth noting that I do use a lot of pictures in mapping. Not parallax-mapping technically, but fixing pictures to the map and layering them above/below the map at times, so my game does deal with processing several transparent elements at a time. Do pictures/graphics with transparent elements drastically affect fps rate? Personally, I don't seem to notice any significant loss of gameplay or appearance of my game at 30 fps, so I guess that's not an issue? But of course dropping to 10 is pretty laggy, so I'm hoping to make some improvements. It's also worth noting that my laptop is a Grade A Piece of $hit. Most games/applications do not run smoothly on this machine, so how much lag should be attributed to my game development/RGSS3's capabilities, and how much is the fault of my hardware? So, do your games always run at a smooth 60 fps, and if not, what do you do to reduce the amount of drop, and are you also okay with a 30 fps rate for an RM game? Thank, everyone! Update: I decreased the size of one of my particularly laggy maps (10-20 fps) and noticed an immediate improvement. Curiously though, my fps is not very improved (hardly over 20). It runs a lot better from what I can tell. Strange...?
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Greetings everyone ! The matter of this topic is that , I've been recently giving myself to parallax mapping . As it may be a little hard to render , I do consent that gives out a lot more smoothly . So here are my two questions : First : Would you still play a game and think it is good-looking even though it isn't parallax mapping ( imagining that the creator of the video game still spent a lot of time making those maps so they would look attractive anyway.) Second : Here is my two very first mapping , therefore I wish for your opinions and advices . Please , keep in mind that these are first attempts . (Normally , there are also little fairy-like particles that are smoothly flickering to give some depth but I could not include them .) [The first map (entitled "Chrysalum Cove") is meant to be a gloomy and remote cove/cave that yet inspires enchantement and captivation. I do not have much story about it yet but it is supposed to keep hidden a ressourceful slash ancient tree . The second one [no name yet] is meant to be a nature , ancient-looking forest slash ruin's entrance . ] EDIT : I just noticed that there is a blue-shaded square near the lower part of the first map , please do not mind it . I do not even know why it is even here since it isn't on the original file . I am looking forward for your replies ! Thank you .
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Here, have some free resources for MV. These are edits and originals by me of and for rpgmaker MV Stay tuned here or get tons more on my new Patreon <3 Link in signature. You can also request more free resources here or on my workshop pages. All links in Signature Here, have these as well these are RTP edits, so credit both me and the MV team.
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[SOLVED] Can't place transparent tiles onto tables
Alphys Hedge posted a topic in Editor Support and Discussion
I'm trying to place a TV on top of this table, like in this picture: But I can't seem to do it, as seen in this gif: http://i.imgur.com/EXbsT31.gifv Come to think of it, I can't seem to actually replicate any of these scenes, as the placing is off, combined with the issue above. -
[SOLVED] Character cannot walk up stairs
Alphys Hedge posted a topic in Editor Support and Discussion
For some reason, the player cannot walk up these stairs. There's no further detail, I just simply stop whenever I try to walk up them. Anyone know what's happening here? -
I was wondering if there was a way to lock and unlock the screen. As I'm sure you know, the screen scrolls automatically when the player walks far enough in a direction. I have an event where I need to disable that temporarily. How would I do that?
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Hi I'm having an issue with passability I think. i used Celiana's parallaxing guide and tiles and followed her instructions exactly but I am getting this weird glitch when I play test the player sprite walks by itself into a corner can someone tell me how to fix this? I also play tested Celiana's game sent with the guide it does the same thing mine does.
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So, JRPGs are well known for their more straightforward narratives, But have you guys ever seen an example of Environmental/Vignette storytelling in JRPGs? Stuff like Fallout's "Agatha's Song" quest - Where you have to piece together a story from notes, clues in the environment, etc. Also, do you think this kind of storytelling could be done well in the RM engine?
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Hello~ I was wondering, is there a way to parallax map without using plugins? I know how to create the images, I'm just not sure how to get them in my game If someone could help me out with this, that would be great~ (There's probably a really simple solution to this, I'm just not thinking of it...) Since it's obvious I can't do this without plugins, could someone suggest some plugins I could use?
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RMV - Sleipnir Mapping Overlay System (スレイプニルマッピングオーãƒãƒ¼ãƒ¬ã‚¤ã‚·ã‚¹ãƒ†ãƒ ) Author: Soulpour777 A plugin designed to aid mappers on Parallax Mapping and Map Design.What does it do? Adds the following layer setting to your map: 1st – Parallax (Default) 2nd – TileMap (Default) 3rd – Shadow Layer (Custom) 4th – Ground Layers (Custom) 5th – Shadow Layer (Default) 6th – Characters (Default) 7th – Overhead (Custom) 8th – Sunlight (Custom) 9th – Fog (Custom) For more information about the plugin’s settings, actions and other configurations, please check the help file. Credits: KADOKAWA (Sasuke Kannazuki and Yoji Ojima) - this is an actual improvement and modification of the Kadokawa Plugin 'Foreground'. This is a very straightforward and direct plugin that allows you to show images in each layer of the tilemap and basemap. While it is very useful, one has to understand that this plugin is a very hackish solution. Plugin Demonstration DOWNLOAD PLUGIN
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What's the best way to make interiors? (How many maps do I use?)
Ottolla posted a topic in Editor Support and Discussion
So, I got back into rpgmaker just as the new system comes out. Yay, because I've got no money for it. But that's all beside the point. I'm currently building a castle, and it's pretty darn big. Some of the rooms, mostly the hallways, are all plopped on the same map, while the rooms with doors, like the bedrooms and the ones with chests and things, are all in their own separate map. I've seen some castle maps where they're all on the same map, but they're all a lot smaller than the one I've got. (The third floor, the one I'm currently working on, has 8 rooms, three hallways, a wall walk, and a few staircases.) So I don't really think that having everything on the same map would be for the best, especially since there are some rooms I want to have events in, most of which would be started when they walk in the room. My major worry is, if I have everything on the same map (Well, everything for the same floor) the player would be able to see everything in the rooms they haven't been in. They'd see chests, which were suppose to be rewards for exploring, and they'd see the events that are already in progress, like the villain threatening the royal family in the solar. But, if I don't put everything on one map, then do I make every map their own thing? So far, if the room has a door, it's its own map, and if it just has an archway, or is a hallway, it's on a map with other, connecting areas. Flaw is, some of the more important rooms have archways. Do I make that a separate map anyway? Another trouble I'm thinking is the map knowledge. It's a big castle, five floors plus dungeons, based roughly off a real castle blueprint. But the character is suppose to be the Prince/Princess, so they'd know all about the castle layout, which the player would not. Having an open plan would let the player know where the staircases are, at the very least, but also comes with all those other issues. I'm also making a separate map of the whole floor, with all the rooms and hallways connected (mostly so I know how big to make the rooms and where, exactly, they go) but it looks really nice. I'm quarter thinking of just using that instead, since I'm making it anyway, but all the above problems. What should I do so my map isn't too big, or too obvious, while still allowing the player to not get lost? I know whatever I choose here will eventually trickle down to everywhere else, (dungeons, villages, townspeople's houses, forests, ect) since this is just the starting area and the player won't even be here that long. 3rd floor map so far. (It's all on one map so I can scale it better) -
Hello. (Umm, first I must say I don't know does this belong here, so if this is wrong place, please move it to the correct place.) But yeah, I need advices about parallax mapping. I know how to do it and how to use scripts that uses different layers like ground, light, parallax etc. And I consider myself as "average" gimp user, so creating own stuff itself is not a problem. SO, The problems is when my maps grows larger than my screen, and I can't take 1:1 screenshots in editor. Because I use that editor picture as a base, where I add new layers, like trees, darker sand, grass or whatever and fine tune it a little bit. It's easy to create layers to 1:1 scale. But it doesn't work if I can't take the screenshot from 1:1 scale. (I was thinking actually some kind of program, which could take wider 1:1 screenshot than screen, but I'm little sceptic if programs like that even exist ) And I know how to do exactly right size layers (32 x map's width and height), but there's no way I'm gonna do parallax mapping for "blinded", because I don't have the editor picture, it's just too impractical. I'm not sure if anyone can understand my confusing explanation, but any hints, tips, advices or anything, for creating parallax for big maps are welcome.
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First tutorial here, I want to show you how to add texture to your paths (or whatever you wish to add texture to) so your game can look beautiful and have "depth." Let's get to it! First, let's start a new file with GIMP Let's highlight our Clone Tool and select a grass pattern and let's make a beautiful green square. (don't know what a grass pattern is?! WELL THEN! check this out! Wow, that's a delightfully green square. Now, let's grab our Clone Tool again, selecting our Dirt Pattern (same as grass above, just get some dirt! Psst! I prefer Celianna's for this one as well!!) And let's make a beautiful winding, realistic path (lol). Wow, your path looks crazy good, it's psycho-pathic. Amaze. Alright nice job, let's wrap it up, great path! PSYCHE. Now we need to do the hard part, but it'll be easy if you listen close. Let's make a new layer and lets title it "Bump Map." THEN, we need to select the Bucket Fill Tool and fill the whole bump map with GREY "808080" as such: Next, we need to select the Paintbrush Tool and we need to change our color back to black. Check it out! Now, listen close. Uncheck the eyeball so we dont see the grey screen from the bump map, but make sure that layer remains highlighted, because we want to ensure that our next edits occur on the bump map and not our literally perfect path. Carefully draw your path with the black paintbrush (I use the Acryllic 01 paintbrush) and make sure the width of the brush is the same as (or close to) the width of the path. Carefully draw the path onto our invisible bump map, like this Awesomesauce. We are almost there. Now select the Path layer and let's float on up to the top toolbar and select Filters > Map > Bump Map and you should see this screen. Make sure the Bump Map is selected in the top right for the bump map select because that map that is selected is going to be the one that is referenced here. Lots of big words and confusing stuff. If you have "preview" on then you can tamper with the controls to get an idea of what each thing does. The three most important for you will be the depth, elevation, and azimuth. Mess with them until the preview looks decent (you can always undo and tinker with it until it is perfect!) and then WHAM BAM check this out: Not bad ehh? Compare it to the path a few images above -- it looks WAY more realistic. And then once you've gotten really good, you can do this!
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mapping Vast, open world you can get lost in... litterally and figuratively
JBYT_Joseph posted a topic in Theory and Development
I am a huge fan of RPG's with massive worlds that encourage exploration and give you a reason to stay in your favorite part of the game; however, this can be a bad thing in some cases, as the sheer size of the map can cause players to get lost, especially in overhead RPG's and in situations where you have to go somewhere, and it's location is not designated. I plan on making my RPG world sort of like Xenoblade Chronicles, but I want to know what you think. Would you prefer a wide open world, or a smaller one? -
Hi guys, I just got RPG maker 2 weeks ago, would like some advice on mapping towns/villages. I have a few screenshots here. Would like some feedback thanks!
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I'm struggling to add layers on a castle. I'm trying to copy and paste the second layer by using shift. The problem is the titles act like Autotiles when I paste the copied portion on top. I'm not sure what I am doing wrong or missing.
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Welcome to my parallax mapping guide! This tutorial will take you through the process of starting your first parallax map and adding it to your project as well as making simple edits to help your map look great. There's also some tips for semi-experienced users! Have questions, opinions or suggestions? Feel free to post your thoughts! Message me or add me on the forums if you need personal assistance, I'll try to help if I can. While you're here why not check out my project and show it some support? Highlight the image and press CTRL+C then use CTRL+V to paste it in your signature. Text images created at cooltext.com
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Ok iv looked around abit and didnt really see any help on makeing Mishaped house that have a on part the house longer then the othere and have the roofing work right any ideas on how to get this to work? i hae included a photo the current house in my current project that im have this issue as you see the roof is not show the lenght changes on the short area on the house that abit more back. i have update to the new one whic is labeld redo.