12-25-2025, 06:04 AM
Just want to greet everyone a merry Christmas and happy holidays! Enjoy.
![[Image: SP1-Writer.png]](https://www.save-point.org/images/userbars/SP1-Writer.png)
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12-25-2025, 06:04 AM
Just want to greet everyone a merry Christmas and happy holidays! Enjoy.
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01-27-2026, 10:56 PM
Snow.
Ice. Snow AND Ice. ICE FREEZING THE SNOW. SHOVELING. OOF!!! MY BACK!!!! Wait. what? MORE SNOW THIS UPCOMING WEEKEND!??????
Brrr....
Cold... snow.... A lot to shovel. o.o Gonna take my time on that. Also healing. Grieving on the loss of a grandparent. 2026 is not looking so good for me... so far.
Been slowly relearning basic HTML, while making a new website on Neocities. And... I find that more fun than using Wix.com. :3 I think I'll be continuing doing that on my free time, at the moment I'm moving stuff from the old Wix sites I made to Neocities.
Yesterday, 01:19 PM
Condolences, KDC!
As for me, I just discovered RMXP maps can't have more than 999 events. Been working on a rather large maze (150x150 tiles) that I built in one single map to reserve map IDs. I'm already at MapID623 and I've still got a fair bit of story content to make, so as much as possible I've been trying to limit the number of maps I use per segment. I likely won't hit the 999 cap, but I'm playing it safe! Anyway, I've been adding zones for monsters to roam by putting blank events around the borders of certain areas so they don't randomly move outside those. Unfortunately, I may have overdone it and hit the 999-event cap without even placing a single monster. I'll just simplify the zones to free up 200 or so event IDs. ![]()
Yesterday, 03:47 PM
That 999 limit is solely because of the editor. I used that 'Big Maps" script I made that combined multiple like-sized maps together to make a massive worldmap. And it 'essentially' creates its own events list based on imported events.
But 999 events in a single map, even the 500x500 stock max size is a lot. And you would want an anti-lag system in place to prevent/halt the engine from 'updating' the sprites when they're not in the visible 640x480 window. The spriteset system refreshes the sprites on the map... even if the player doesn't see them. Anti-lag systems only permit the visible ones to update... and lower drag. And that IS an interesting idea... a system that keeps tagged events within certain zones even when moving randomly...
Yesterday, 05:41 PM
Yup! I've been using that blank-event-as-barrier style for most of the game. It works well despite being very basic, particularly for smaller maps. This is the first time on a big map though, and I've had to adjust. Managed to free up 200 tiles by simplifying the zones.
For countering lag, I intend on adding switch changes at various choke points. So the roaming monsters only appear when you approach that area and disappear when you leave. ![]()
6 hours ago
(Yesterday, 05:41 PM)Ace_V Wrote: Yup! I've been using that blank-event-as-barrier style for most of the game. It works well despite being very basic, particularly for smaller maps. This is the first time on a big map though, and I've had to adjust. Managed to free up 200 tiles by simplifying the zones. I'll take this into What's up RMers
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