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Then, when you open the world map, change the player image to like...a pulsing square or something, and transfer the player's X/Y to WorldMapLocationX/Y. Making sure the WorldMapLocationX/Y matches the maps on your world map, it will at least identify the region the player is currently in, though it of course won't be GPS accurate.
Avadan's Modern City World Map tiles with skyscrapers, arena and suburban homes. Candacis' World tiles - lots of A1 tiles, mountains and villages. Grafikal's Tiles, with contoured grass edges for World Maps, and excellent examples and directions - scroll down! Inquisitor's Middle Eastern and other World Map Resources.
World map – the classic take on world exploration as in the distant past there were rather significant limits on memory. Large local areas – the best example would be Tales of Zestiria where each field map is a rather large area that connects to various dungeons, towns, and other fields.
Allows for a customizable, fully featured World Map system. Each World Map location is a 'node', pathing between nodes can be locked/unlocked (ie. landslide occurs, cutting off passage between two towns), arrow support built-in (can be enabled/disabled with custom pictures), which can identify both unlocked paths and locked paths (locked paths ...
I used a world map, to represent the image. Then saved the map as an image & scaled to screen resolution. After which you can go with the easy method, of creating an Icon & adding it to the tileset, & then moving the icon around to different locations to reflect the variable values, & saving each as a separate image file.
I would estimate 200x200 for a standard JRPG's full World Map, or 100x50 to 100x100 for separate region/continent maps done in World Map style. Hard to say, chibi maps (kind like those in some super mario games or rpgs) got there advantages and some disadvantages and big final fantasy like map got some advantages and disadvantages.
No one plays RPG Maker games for 'immersion' as RPG Maker cannot compete graphically with AAA RPGs. Chrono Trigger had overworld maps and did fine. But Chrono Trigger also had battles occur on the main map. If Overworld maps didn't hurt Chrono Trigger, they probably won't hurt your game either.
Golden Sun creates mazes with cliffs, Secret of Mana uses 'dirt edges' to create areas and spices them up with natural traps, and Final Fantasy Adventure mixes desert with beach to create a sort of "barren tropics" feel for it's desert. As for world maps themselves, I have a similar problem. I don't really know how to approach world map making.
The map transferring feature in MV is traditional. Fade out, change map, fade in. This plugin provides a seamless way of transferring. Then you can make world map like pokemon. You can see there are different maps drew with different tilesets. Auto rain event in map 1 and auto snow event in map 4. Also traditional transfer from map 1 to map 2.
yes, there have been reports that a larger map creates problems in the engine as well as in the editor. The problem with the editor is that you need to create a map to the regular maximum, then edit the mapfile for larger size and then load and work on that map WITHOUT accessing the map-properties.