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 What's up, RMers?
Yeah rpgmakerwebs is full of elitist dickbags so I advise against asking them for help. They also dropped support for XP, VX and basically every engine except the current flagship one.

Speaking of maps... oh my children, you are about to see some things!

Spriteopia has bloomed into a most exquisite flower!

Foremost Fae Chateau
[Image: Idqzom8.png][Image: 7xY1W17.png]
This is Foremost Fae Chateau! A kingdom and the Spriteopian capital!

Velvet Veridian Skies
[Image: FI_06gTaQAQoVQ4?format=jpg&name=large]
Essentially the wilds of Spriteopia on the cloud layer, later on I'll have rainbows shafting down and have cute fae creatures roaming about, Nagelkitties, Pixies, Harpi's, etc.

Arcane Sanctuary
[Image: FI_06gVagAAvScN?format=jpg&name=large]A similar map exists in menagerie, this one only goes more ape. This is Blu the Spellweaver's old pocket domain.

The Darkvoid
[Image: FI_06gXaMAEqNsW?format=jpg&name=large]
The playful capital of the Shadow Pixies and other mischievous faefolk who prefer dark over light. Beyond the shadowed clouds and various structures and homes the pink sun can be seen... no, not the present pink sun, the pink sun from an entire session ago. The Pink Sun carried over by the plan of the Queen of Shadows and her kin to avert their doom come re-origination.

Light's Extinction
[Image: FI_06gTaIAM0iRN?format=jpg&name=large]
As the screenshot makes clear, this is the royal palace of the Queen of Shadows. Despite her ominous name she's not openly confrontational, but will be quick to retaliate if harm is brought to her people, especially her daughter, Mad E. Lin.

But this... is only the beginning!

Been working on an absolute heckton of maps lately, I'm going completely ham on the planetary exploration front!

Tekerlek is finished, outside of one item.

So, here's those!

Tekerlek: The Wheel
[Image: BUDW6tQ.png][Image: KIRLtC6.png]
Tekerlek is the space station of the space monkey pirates, whimsical little creatures who just like to do as they please. The name of their station is literally turkish for "The Wheel". Thematically, the Space station resembles the navigator's wheel of an olden days sailing ship.

Barnies'!
[Image: Jn9OVji.png]
[Image: 9SF9xBG.png][Image: 0c4AVs8.png]
The central pub and one of the most popular, especially for tourists and adventurers. it has a cellar full of ale, and accomodations on the floor above!


The Underbelly
[Image: FJENKxtakAALv-a?format=jpg&name=large][Image: FJENFd-acAExEZD?format=jpg&name=large]
As is typical of piracy, there's a darker side- and that manifests in the lawless lanes of the Underbelly. Where gambling is rife, and violence no less! Nowadays its a mite tamer though, due to the unsettling presence in the vault and a large number of casualties surrounding it.

Deadman's Vault
[Image: gJR8ujc.png][Image: FJENWjNaUAIMRwn?format=jpg&name=large]
Deep within Tekerlek lies a hoard of treasure so large it almost compares to the White Wyrm's hoard... however, while this was once the cumulative assets of every pirate who fell and had no inheritors, it has since been taken over by a malicious presence.

Many have entered, none have returned.

And i bet you naively thought that was all! Oh, how I pity you your fragile faith. It is not my intention to leave you so undernourished, far be it from my goals to dripfeed you content like I've aught to hide!

So I also got all of Draik's locations done... some of you may recognize the basic format used, as it does mirror the Draik from menagerie in areas like Napalm Plains and Drakirden, for you- for all these ideas yet seen, and those seen poorly in ages past... allow me to grant you the vision to behold the world as it was meant to be.

Napalm Plains
[Image: FJIWl1zaMAAQt8G?format=jpg&name=large][Image: FJIWl0TakAEer8E?format=jpg&name=large]
[Image: FJIWl0RaIAEqpbG?format=jpg&name=large][Image: FJIWl12aQAIITJk?format=jpg&name=large]
A large area with tragic vibes but a fiery determination to press on. All but one of Draik's Zones can be accessed from this area.

Priscilla's Prices
[Image: FJIXPuwaAAA45zk?format=jpg&name=large]
In Menagerie, there was an unnamed Dragonar who would accept priceless Gems from the player, and in turn would crush them down into useful but not so priceless materials, gems mostly. Well, that same dragon, calling herself Priscilla, has a veritable hoard of priceless items, deciding "priceless" is a bizarre concept- she gives her gems a price, and opens business to her kind and mortals alike.

Drakirden: Greatburrow of the White Wyrm
[Image: FJIWyt7aQAUwAzR?format=jpg&name=large][Image: FJIWyuFacAMu1OZ?format=jpg&name=large]
[Image: FJIWyuGaUAc_0-7?format=jpg&name=large][Image: FJIWyuKaUAEM3B3?format=jpg&name=large]
What a truly great new look, in Menagerie, there was a stepping stone jump puzzle with a chest at the end, now however, there lies the entrance to another area accessible from nowhere else but the Starship's OTB (orbit-to-beacon) teleporter.

Dragonblood Murderden
[Image: FJIXRP-acAIhWUi?format=jpg&name=large]
While I would love to go into the dark things that transpired in this unholy place, it might be best to wait for the Enma's mirror to tell the story- some authors are better tellers than I, a humble observer!

The Dark Inside

Not a map, a video! It's a smallish zone, featuring the so far only NPC in Draik in its entirety, an old name from Menagerie who served as an optional boss at the end of the tier 6 weapon forging arc. Trimorphous goes into ancient lore, so that's fun!

I now move onto the last three maps for Byteopia, and then the oneshots, like the Pink Sun's Magenta Aubade, the Galaxion's Sattelite Xeraphar and it's mental health facility: The Reformatory- and the moon Xoraq and the Dessucate that scars its surface... after all that, I'll go do the last four maps for Galaxia, then finish with all five of Nadine's areas. That will finish the Magenta sector, which is by far the largest of them all.

After that, it's to the Turquoise sector to deal with four maps for Postmartia, the remaining three maps for Haven, four more maps for Zirkov, and then the one shots, spanning from the desolate Gaseous, the toxic satellite of Zirkov: Urania and finally to the Heart of Creation in the Blue Sun.

From there, the Amethyst sector will come next, with four maps for Zen Nekoma, and a mere one area for Zen Aneia. From there, only one shots remain, the untamed wilds of Fungaris, the Maktar Nebula within Ésotériqueois and finally ending with Sol Arcanae Sidera:(in latin: Sun of Arcane Stars) the discovery-focused city inside the Purple Sun.

But even then, my work isn't done. For the marvels of our own solar system still await, and that's not to even speak of the few worlds within the Sunless Galaxy.

Suffice it to say, I shall be very busy for the foreseeable future as I work my way towards the game's release on 3/14 and the open beta weekend that got delayed until the 22nd. Hopefully after seeing the kind of work I've been doing, you can accept that I could not have made it on such short notice- however, the self-inflicted crunch proved invaluable for pushing me to work to my limits!

Oh and... there's still more. After finishing those maps for Draik, I moved on to remaster the only cinematic left to need one.

Immediately upon booting the game for the first time (aka without a save file) or starting a new save, you are prompted to accept the Crazy Chimp Collective Tolerance Advisory, immediately after this, a scene plays- a scene that serves as ostensibly a splash screen and is now horrifically outdated...

At least, that was the case.

It's not anymore.

Fantasia Scene 00 - The Dream

It's an incredible improvement.

There's also some epic news, the new voice actor for Koko- our very own Siletrea is now done with her lines! Here is but a spoiler free sample!

But that would not be all for voice acting stuff. For little sooner than Siletrea did finish her work that Marianne Bray delivered her voice acting for a certain someone!

Fantasia Scene 17 - Shadowed Quasiroyal

This is only a small taste of the amazing work she did.

Even now, I have yet more to show- although this will be the last thing, consider that my promise.

An example of one of the Optional events i had much fun with, especially in regards to audio. Making a bunch of custom channels was great fun!

Rolly's TV Criticisms

Now I wish Shrewd Butler was a real TV show.
Reply }
(01-15-2022, 03:56 PM)Steel Beast 6Beets Wrote:
(01-15-2022, 04:01 AM)DerVVulfman Wrote:
(01-14-2022, 04:42 PM)Steel Beast 6Beets Wrote: Most of what I've found about a possible fix is just people saying that no project should need that many maps and being generally dismissive towards the topic.

Dismissive?  Screw em.  I'm prolly going to copy this script to the forum n give good ol' Zeriab credit (of course). He wrote it a DECADE ago...

https://www.arpgmaker.com/threads/disc-c...aps.54190/

Oh, and his Mediafire links works. (>click me<)

Nice find! And thank God that Mediafire isn't its usual unreliable self.

And yeah, take at look at this thread:

https://forums.rpgmakerweb.com/index.php...in.135594/

Dismissive with a side of "Why the hell are you still using RPGXP?!". I don't know about others but I simply dislike the direction that RPG Maker took after XP.

I'm not really sorry Tongue sticking out to tell you this but needing over 999 for a single game is a terrible design by definition. Laughing
Just think about it, a game is like a book. You've got paragraph and chapters for a reason. One should let the game end where it feels more natural based on its own main story.

Oh yeah, people will claim that open worlds have no story. Pfffft! Tongue sticking out

The only way that can be true would be to get a mere sandbox from the game developer. Once again that would be a bad design by default. Of course, an increase in the maximum number of supported maps would be ideal but Enterbrainless now Kawabanga don't feel like it.

You know, it's not bad to realize that your game concept is way bigger than it should be. Winking Don't feel bad about that!

It happens even to people like me, an amateur writer. A couple of times I've discussed with Wulfo in regards of how long a paragraph or even a whole section of a chapter or the chapter itself actually should be. Sometimes I've kept the original format but there have been times where after a couple of months I consider it might be convenient to split a kilometric chapter and assign brand new titles to the newcomers. Somehow they look more organized and consistent than ever before.

Just look at Hegel's works. His book Book can sport paragraphs as long as a whole medicine reference book. [Image: sweathappy.gif]
That would represent an open world gone astray.

So episodic games seem to be a good idea for a large world. Even then there are ways to transfer data between them up to some point.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Reply }
(01-16-2022, 05:48 AM)kyonides Wrote: I'm not really sorry to tell you this but needing over 999 for a single game is a terrible design by definition.
Jesus i think this is the first time I've read something of yours and whole heartedly agreed, which is pretty impressive considering you usually activate my fight or flight response... not because you're scary, but because you're immensely cringe and I'm concerned some of it may rub off me on me.
(01-16-2022, 05:48 AM)kyonides Wrote: Just think about it, a game is like a book. You've got paragraph and chapters for a reason. One should let the game end were it feels more natural based on its own main story.
Kyo... is that you?

So, since I was gonna hold my tongue but then Kyo and made not doing that look fun I'm gonna stop doing that, and if a natural fucking disaster begins as a result of this tangent then i can blame Kyo for everything, lmao.

But yeah I'm not gonna pretend to understand your work Steel beats, or the guy you follow- but I seriously don't know how the map limit becomes a concern.

To give you an idea, I personally am making a game with 30+ explorable planets, and a huge main story quest line that has taken me 2 years just to get to the 3/5 point, on top of that- every time I have a boss fight, it needs be on its own map because I'm crazy and decided to event my own ABS- then there's intermission maps, for inbetween phases of some fights, and even with all that i don't foresee this game going upwards of 500 and I consider it the most ambitious project I've ever worked on.

So I dunno what the actual hell you're trying to accomplish, be it a padded out monstrosity of a game or a sandbox thing. But no game should need that many maps. I don't think any of the final fantasy mainline titles had close to that many areas but finding out if that was true or not turned out to be more work than i cared to invest.

Is this the legendary trap which leads to games becoming vaporware? How long have you been working on this game, I wonder?

If it doesn't even go anywhere, will it have been worth the however many year slog it was to make? Have you released small demos to ensure its ability to please? Or is this a personal project and you don't care what others think?

I thought I was bad wasting two years making Terra, and it taught me to always make playable demos available about 6 months into full-time development.

With Fantasia I had three major demo releases planned from the get go, and I'm almost at the third, meaning after this all that remains is well under half of the game.

I don't want to pretend what you're doing deserves dismissal, more so- I daresay it warrants concern.

Fantasia will have taken me five years to develop by the time its finished, for most humans, that's a good 15th of your life-span.

I have immensely enjoyed working on Fantasia, and I've ensured it hasn't been running on the coat-tails of my passion alone, nigh bottomless as such passion is.

I don't know much about your work, I just see the potential for making the mistake I did, only with far more to lose, so i hope I'm wrong.

I just don't know how anyone gets close to the map limit.
Reply }
(01-16-2022, 05:48 AM)kyonides Wrote: I'm not really sorry Tongue sticking out to tell you this but needing over 999 for a single game is a terrible design by definition. Laughing
Just think about it, a game is like a book. You've got paragraph and chapters for a reason. One should let the game end were it feels more natural based on its own main story.

Remi-chan Wrote:But yeah I'm not gonna pretend to understand your work Steel beats, or the guy you follow- but I seriously don't know how the map limit becomes a concern.

To give you an idea, I personally am making a game with 30+ explorable planets, and a huge main story quest line that has taken me 2 years just to get to the 3/5 point, on top of that- every time I have a boss fight, it needs be on its own map because I'm crazy and decided to event my own ABS- then there's intermission maps, for inbetween phases of some fights, and even with all that i don't foresee this game going upwards of 500 and I consider it the most ambitious project I've ever worked on.

So I dunno what the actual hell you're trying to accomplish, be it a padded out monstrosity of a game or a sandbox thing. But no game should need that many maps. I don't think any of the final fantasy mainline titles had close to that many areas but finding out if that was true or not turned out to be more work than i cared to invest.

I think my problem is that I made more maps than I actually need.  I just kept creating maps simply because I wanted to. Guess you could say I like mapping. I really like mapping. As in, I create the maps first and then think how to include them in the plot or make them optional content.

Guess that's the root of the issue here. When making maps, I just don't know where to call it quits.

(01-16-2022, 05:48 AM)kyonides Wrote: The only way that can be true would be to get a mere sandbox from the game developer. Once again that would be a bad design by default. Of course, an increase in the maximum number of supported maps would be ideal but Enterbrainless now Kawabanga don't feel like it.
It's even more aggravating if one remembers that RM2K's map count could go over 999.

Remi-chan Wrote:Is this the legendary trap which leads to games becoming vaporware? How long have you been working on this game, I wonder?

If it doesn't even go anywhere, will it have been worth the however many year slog it was to make? Have you released small demos to ensure its ability to please? Or is this a personal project and you don't care what others think?

I've been working on my game since 2012. That puts things on perspective, doesn't it? As for the game, it's a personal project, yes. Just something I started after losing my first computer and my RM2K project with it.

Remi-chan Wrote:I thought I was bad wasting two years making Terra, and it taught me to always make playable demos available about 6 months into full-time development.

With Fantasia I had three major demo releases planned from the get go, and I'm almost at the third, meaning after this all that remains is well under half of the game.

I don't want to pretend what you're doing deserves dismissal, more so- I daresay it warrants concern.

Fantasia will have taken me five years to develop by the time its finished, for most humans, that's a good 15th of your life-span.

I have immensely enjoyed working on Fantasia, and I've ensured it hasn't been running on the coat-tails of my passion alone, nigh bottomless as such passion is.

I don't know much about your work, I just see the potential for making the mistake I did, only with far more to lose, so i hope I'm wrong.

It's OK. Working on my project is the closest thing I have to a hobby. So I definitely don't see it as wasting my life as I'm doing something I actually like. 

Quote:I just don't know how anyone gets close to the map limit.

In the case of BoxxyQuest, it's just a really long game. We're taking like 35-40 hours just for the main quest alone if one goes for the true ending, not counting the truckload of optional content and the meaty postgame. That's a lot, given the other RPG Maker games I've played usually are 20-25 hours games.
Reply }
(01-14-2022, 04:42 PM)Steel Beast 6Beets Wrote: Atropos of nothing, is there a way bypass RPGXP's 999 map limit? Most of what I've found about a possible fix is just people saying that no project should need that many maps and being generally dismissive towards the topic. 

You see I just found out that a RPGXP game I played some time ago, BoxxyQuest; The Gathering Storm, had a DLC released last year that added a bunch of new areas to the postgame. The creator said it's most likely the final update the game is going to get due to it hitting the map limit, the project has 997 maps. 

My own project has 684 maps and it's nowhere near the end or even halfway through. Running out of maps is an actual concern for me. Guess my only option is to follow Melana's hint and use the clone project thing.

Hey, if you want to do it without any additional script you can follow the little guide I posted in this thread. :)

https://www.save-point.org/thread-8090.h...=map+limit
Reply }
(01-18-2022, 09:13 AM)Melana Wrote:
(01-14-2022, 04:42 PM)Steel Beast 6Beets Wrote: My own project has 684 maps and it's nowhere near the end or even halfway through. Running out of maps is an actual concern for me. Guess my only option is to follow Melana's hint and use the clone project thing.

Hey, if you want to do it without any additional script you can follow the little guide I posted in this thread. :)

https://www.save-point.org/thread-8090.h...=map+limit

It should work but there's a catch. You see, that won't allow you to load the map's info alias the map name for the MapInfos.rxdata won't include anything beyond ID 999. Plus the copied maps from the other project are still keeping their old map ID's. You would need a simple converter script to do the job for you, especially needed if you included a Display Map Name window or sprite script in your game.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Reply }
That's weird. When I tested this method I tried to save the MapID into an ingame variable and there it showed 1000 as MapID when I transfered to the new copied map.
I can't say anything about the MapInfos thing though.
Reply }
(01-18-2022, 02:31 PM)kyonides Wrote:
(01-18-2022, 09:13 AM)Melana Wrote:
(01-14-2022, 04:42 PM)Steel Beast 6Beets Wrote: My own project has 684 maps and it's nowhere near the end or even halfway through. Running out of maps is an actual concern for me. Guess my only option is to follow Melana's hint and use the clone project thing.

Hey, if you want to do it without any additional script you can follow the little guide I posted in this thread. :)

https://www.save-point.org/thread-8090.h...=map+limit

It should work but there's a catch. You see, that won't allow you to load the map's info alias the map name for the MapInfos.rxdata won't include anything beyond ID 999. Plus the copied maps from the other project are still keeping their old map ID's. You would need a simple converter script to do the job for you, especially needed if you included a Display Map Name window or sprite script in your game.
Wouldn't that cause some issues with maps that share the same ID?
Reply }
(01-19-2022, 11:49 PM)Steel Beast 6Beets Wrote:
(01-18-2022, 02:31 PM)kyonides Wrote:
(01-18-2022, 09:13 AM)Melana Wrote:
(01-14-2022, 04:42 PM)Steel Beast 6Beets Wrote: My own project has 684 maps and it's nowhere near the end or even halfway through. Running out of maps is an actual concern for me. Guess my only option is to follow Melana's hint and use the clone project thing.

Hey, if you want to do it without any additional script you can follow the little guide I posted in this thread. :)

https://www.save-point.org/thread-8090.h...=map+limit

It should work but there's a catch. You see, that won't allow you to load the map's info alias the map name for the MapInfos.rxdata won't include anything beyond ID 999. Plus the copied maps from the other project are still keeping their old map ID's. You would need a simple converter script to do the job for you, especially needed if you included a Display Map Name window or sprite script in your game.
Wouldn't that cause some issues with maps that share the same ID?

Internally their map ID remains the same but you still can manually change the filenames.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Reply }
(01-20-2022, 02:23 AM)kyonides Wrote:
(01-19-2022, 11:49 PM)Steel Beast 6Beets Wrote:
(01-18-2022, 02:31 PM)kyonides Wrote:
(01-18-2022, 09:13 AM)Melana Wrote:
(01-14-2022, 04:42 PM)Steel Beast 6Beets Wrote: My own project has 684 maps and it's nowhere near the end or even halfway through. Running out of maps is an actual concern for me. Guess my only option is to follow Melana's hint and use the clone project thing.

Hey, if you want to do it without any additional script you can follow the little guide I posted in this thread. :)

https://www.save-point.org/thread-8090.h...=map+limit

It should work but there's a catch. You see, that won't allow you to load the map's info alias the map name for the MapInfos.rxdata won't include anything beyond ID 999. Plus the copied maps from the other project are still keeping their old map ID's. You would need a simple converter script to do the job for you, especially needed if you included a Display Map Name window or sprite script in your game.
Wouldn't that cause some issues with maps that share the same ID?

Internally their map ID remains the same but you still can manually change the filenames.

I see. Thanks for clearing that up.

I can only hope I manage to pull this off if I hit the map limit. In the meanwhile, I think I'll continue merging several smaller maps into a big honking map as I mentioned a while ago.
Reply }




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