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Which is more practical..?

 
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alphawolf




Joined: 17 Aug 2012
Posts: 33
Location: South Carolina, America

PostPosted: Thu Sep 13, 2012 4:21 pm    Post subject: Which is more practical..? Reply with quote

Which idea is more practical for a basic rpg?
Having one map that has all of one town's houses in it OR
having multiple maps for each house in my game?
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#AlphaWolf#

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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Thu Sep 13, 2012 4:48 pm    Post subject: Reply with quote

I think it is mostly a matter of taste.

In the old days, when NPCs were more limited, using separate maps was better because each map has its own set of NPCs.

In the even-older-days, when maps were limited, it was better to put all houses on one map to conserve maps.

However, in recent versions where neither limit is a problem, it is just a matter of taste.

Do you want the convenience of only having to set up the town's music and tilesets and scripts once?

Or do you want the flexibility of being able to use different music and tilesets and scripts for each house in the town.

..of course you can always mix both methods in the same town, and get the best of both :)
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alphawolf




Joined: 17 Aug 2012
Posts: 33
Location: South Carolina, America

PostPosted: Thu Sep 13, 2012 5:59 pm    Post subject: Reply with quote

so if I prefer the first method, how would I go about keeping the view
on one area at a time?
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Rya.Reisender
Snippy




Joined: 18 Jan 2008
Posts: 821

PostPosted: Fri Sep 14, 2012 1:12 am    Post subject: Reply with quote

If you don't want it to scroll the easiest way is indeed to make separate maps, I personally would find that annoying, though. I don't midn the scrolling myself, so I put all houses on one map.

In any case I think there is a plotscripting command to switch off scrolling, so this should be fairly easy to do? Just switch off scrolling when you enter a house. But well, I'm a complete noob when it comes to plotscripting.
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Fri Sep 14, 2012 6:04 am    Post subject: Reply with quote

When I put multiple house interiors on the same map, I just put enough space between them so you can't see adjacent houses when you walk to the edge.

Rya is right, if you want the camera to stop at the edge of the house interior, then using separate maps will definitely be much easier.
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NeoSpade
Of course!




Joined: 23 Sep 2008
Posts: 249
Location: Wales GB

PostPosted: Fri Sep 14, 2012 6:23 am    Post subject: Reply with quote

You could try a convoluted approach to this by running a script that centres the camera on a certain x and y when you use a particular door whenever you change from the town to the town interior. That way it wouldn't scroll so it'd be easier to hide other houses away. Then again I might be mistaken in how the camera works... does the camera snap back to the hero whenever you start to move, or would it stay put?
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Fri Sep 14, 2012 7:07 am    Post subject: Reply with quote

The "focus camera" command does indeed stop the camera from following the hero until you run "camera follows hero"

But that method could indeed be convoluted, especially if you want to have house interiors bigger than just one screen.

If you use a single map, just put spaces between the houses. If spaces between the houses isn't acceptable, put each house on a different map.
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alphawolf




Joined: 17 Aug 2012
Posts: 33
Location: South Carolina, America

PostPosted: Fri Sep 14, 2012 12:36 pm    Post subject: Reply with quote

I think I'm going to forget about the scrolling problem, simplify it by using
one map for the town's houses.

Thanks for the input, guys! Big grin
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