Ambrosia Garden Archive
    • How will the mapping be?


      I dont know if this has been asked before, but will we be able to make a hole world? Are there going to be restrictions to how large you want your overall map to be? How with the map transportation be worked? Will the map transportation be like FF, or more like relms? Or will it have its own way to get around the map?

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    • Quote

      Originally posted by Zoren:
      I dont know if this has been asked before, but will we be able to make a hole world? Are there going to be restrictions to how large you want your overall map to be?

      The only limitation in map size is memory. If you want your game to have a 128 MB RAM memory requirement, it's up to you.

      Quote

      **How with the map transportation be worked? Will the map transportation be like FF, or more like relms? Or will it have its own way to get around the map?
      **

      You can link a map to the edge of another or an event link that could teleport the player to a world map (like FF) in which the player can continue to travel.

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      Dee Brown
      Coldstone Game Engine developer
      Beenox inc. - (url="http://"http://www.beenox.com")www.beenox.com(/url)

      (This message has been edited by Dee (edited 04-12-2001).)

    • Dee,
      I am doing a n FF type map with one large world map and smaller maps and locations (towns and houses)

      I have a map which is already in JPEG format (228k, ouch) , would I be able to create a map tha is only a picture with subsequent layers with stamps on top ?

      Or would it be more paractical and efficient to have it tile based ?

      is it more memory efficient to use small tiles or large tiles for the first layer (the basic background) ?

      Also does CGE support the use of Quickdraw3D/.3DMF images ? (or do I have to manipulate it, take a snap shot and then use the still in CGE?)

      One Love,
      ~Ill_a_nois

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    • smaller tiles will, on average, require less memory to load and provide quicker gameplay. when an image is being loaded into memory, the whole image is loaded, regaurdless of how much of it will be visible on-screen. The same goes for the un-loading of images from memory. So, if you've got a lot of little tiles, they can be unloaded as the become unecessary, whereas one huge tile will stay loaded in memory no matter how little of it can be seen at any given time.

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