Search found 28 matches

by zugamifk
Thu Aug 13, 2009 7:13 pm
Forum: Libraries and Tools
Topic: My Adventure Game Engine - Making Way For Adventure Engine 2
Replies: 367
Views: 147631

Re: My Zelda style adventure engine progress thread

I've started working on attempting seamless map transitions with (fairly) large maps. My current idea is to load them bit by bit as you get closer to the border. Teh more I think about it, the more I think it must be easier than it looks. Even older games like GTA 1 and 2 or Runescape have it, so it...
by zugamifk
Tue Aug 11, 2009 9:10 am
Forum: Libraries and Tools
Topic: My Adventure Game Engine - Making Way For Adventure Engine 2
Replies: 367
Views: 147631

Re: My Zelda style adventure engine progress thread

Well that's one problem solved for me then. Looks like I'm going to have quite a few map files. Come to think of it, I do recall it taking along time to load the map. I was hoping that wouldn't be an issue since games like Grand Theft Auto and Oblivion seemed to have smooth transitions despite havin...
by zugamifk
Tue Aug 11, 2009 12:09 am
Forum: Libraries and Tools
Topic: My Adventure Game Engine - Making Way For Adventure Engine 2
Replies: 367
Views: 147631

Re: My Zelda style adventure engine progress thread

I don't plan on having a 1000x1000 map, I was just testing memory usage. I assume many small maps will be much more efficient, even if I'm spending more time loading new maps. The other issue that arises is that because my maps are almost totally dynamic, I can only update maps that are loaded into ...
by zugamifk
Mon Aug 10, 2009 11:34 pm
Forum: Libraries and Tools
Topic: My Adventure Game Engine - Making Way For Adventure Engine 2
Replies: 367
Views: 147631

Re: My Zelda style adventure engine progress thread

To be honest, I don't actually know the difference between 'real' and 'virtual' memory. I was checking memory usage through my task manager, just quickly. I know when I upped it to 10000x10000 it would freeze on loading, and I have 4Gb or RAM, so there must be an exponential increase in usage for so...
by zugamifk
Mon Aug 10, 2009 8:05 pm
Forum: Libraries and Tools
Topic: My Adventure Game Engine - Making Way For Adventure Engine 2
Replies: 367
Views: 147631

Re: My Zelda style adventure engine progress thread

I'm wondering, is there an efficient way to manage huge maps, memory-wise? Like I said in a previous thread, my current tile based game uses roughly 700Mb of memory on a 1000x1000 tile map as compared to 20 on a 100x100 map. It's storing a fair amount of data for each tile, but that difference seems...
by zugamifk
Sun Aug 09, 2009 8:47 am
Forum: Libraries and Tools
Topic: Tile "buffering" (?)
Replies: 3
Views: 2845

Re: Tile "buffering" (?)

This probably isn't the best way to do it, but my map files are essentially a long list of assignments for each tile of the map. I made a makeshift map designer and then saved the state of each tile into a data file. When the map is loaded, it open the file and reads it. For example: map[1][1][1]=0 ...
by zugamifk
Tue Jul 28, 2009 3:06 pm
Forum: Games and Creations
Topic: Tile based RPG
Replies: 4
Views: 5651

Re: Tile based RPG

Thanks for the replies, it seems the rectangle collision sort of thing works perfectly with what I was trying to do. Jasoco: for now it's really just an experiment. I'm trying to design a huge open world with as little required map design as possible. Essentially, it will precedurally generated exce...
by zugamifk
Sun Jul 26, 2009 4:13 pm
Forum: Games and Creations
Topic: Tile based RPG
Replies: 4
Views: 5651

Tile based RPG

Hello all, I've been working on a tile based RPG for the past couple weeks, trying out LOVE2D and learning Lua. I must say, I love this engine. It runs very smoothly and Lua is a wonderful break from C, which is what I'm used to. Anyway, I've reached a point I can't quite pass. How do I implement co...