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October 9th, 2012 (1:24 PM).
Originally Posted by
I'm not sure what you mean by 'alongside collision tiles'. In essence I would agree with you but the current system using .png uses no more resources than that method (if not less - RMXP has to load the entire tileset, whether or not certain tiles are being used, definitely a waste of resources) so it isn't on my list of priorities. When the time is right and user-friendliness is the only thing left, I will think of ditching the .pngs and using tilesets,
hmm depending on the tileset you can use 1 to create 20-30 maps if not more...
so i am sure that a tileset will take much less space then 20 maps would do...
just think about routes...
making all the routes with one tileset is easy...
making all indor maps with one tileset is possible...
making all cities with one tileset would be harder to do if you dont use the same houses in every city...
but well lets say we need 3 tilesets for the cities...
so a game with 100 maps or so would require 5 tilesets...
well it was a pretty rough description...
but it should just show you that tilesets actually save a lot of space...
but i dont care if you have to use png or tilesets if there isnt any differences in performance... :D
i mean it shouldnt lag when changing maps...
and you still didnt explained how autotiles will work...
i mean animated water or flowers...
and of course we need to know how the character sheets should look like...
like in rpg maker or are they different?
how will you manage adding pokemon in the game?
Pixel the World
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