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Jake G
Registered 06/03/2010
Points 782
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3rd April, 2013 at 03/04/2013 01:42:05 -
Just wondering if there are any pros or cons to either if these methods?
Take a top-down RPG type game for example. Would it be better to make one large level for a certain area and have the camera follow your character or would it be better to break it up in to several smaller frames to transition between?
Thanks!
Visit www.voltic.com.au - you probably won't regret it!
~Gradually getting less bad at making games~
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s-m-r Slow-Motion Riot
Registered 04/06/2006
Points 1078
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3rd April, 2013 at 03/04/2013 01:56:41 -
I think it would be best to consider memory usage, and/or organization.
Using your example of a top-down RPG, I'd probably try to fit everything into a single frame as much as possible, but then if there was a cinematic cutscene I would likely jump to a different frame to make that happen.
As a rule of thumb, if I anticipate active objects in excess of like 500 in a single, sprawling map area, I'd consider a second frame or more to decrease both loading times and the likelihood of lag or memory issues. Granted, I've never exceeded that limit but I've approached it from time to time with pet projects.
Usually, judicious use of backdrop objects can assist you in keeping most everything to a single frame per level/episode/scene/etc. That's my take on it, anyway.
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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3rd April, 2013 at 03/04/2013 02:20:17 -
Either way, you should code the game in a single frame and load the map data from external files.
Loading everything at once is the simplest method, but also the least efficient.
Separately loading smaller areas (eg. individual rooms) one at a time is more efficient, but also more difficult to code, as you have to worry about transitioning between areas, persistence (so if the player returns to an area they visited previously, everything will be as it was when they left), etc.
A third option is a kind of virtual scrolling, where the map can be any size you like, but only an area the size of the screen is ever loaded at one time (see virtual scrolling example at sketchy.co.nf). This is probably the most complicated method, but it's efficient and allows for vast, seamlessly scrolling maps.
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Jake G
Registered 06/03/2010
Points 782
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4th April, 2013 at 04/04/2013 08:30:41 -
Cool, thanks for the tips guys
I guess I could even make one big frame with restricted scrolling so that the camera doesn't freely follow the character and just snaps to pre-determined locations to give that "many small frames for one level" effect
Visit www.voltic.com.au - you probably won't regret it!
~Gradually getting less bad at making games~
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s-m-r Slow-Motion Riot
Registered 04/06/2006
Points 1078
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4th April, 2013 at 04/04/2013 16:06:54 -
I've always enjoyed the 8-bit "Legend of Zelda" style map, which was also well-utilized in the more recent "Binding of Isaac."
Go for it, Jake!
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Jake G
Registered 06/03/2010
Points 782
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5th April, 2013 at 05/04/2013 06:54:38 -
Thanks s-m-r , that's basically what I meant
Unfortunately I probably won't have much to show on this particular project until next year. It's a really ambitious endeavour and I am spending this entire year in pre-production - using design docs and creating art assets. I really am putting in a lot of thought prior to just making a game, which isn't something I usually do
Visit www.voltic.com.au - you probably won't regret it!
~Gradually getting less bad at making games~
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nim
Registered 17/05/2002
Points 7234
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6th April, 2013 at 06/04/2013 03:54:47 -
Keeping your game in a single frame and loading the level data from external files is the "sensible" thing to do, but I think it's more hassle than it's worth for many MMF users. This may or may not be the case for you, Jake; I don't know how advanced you are in using MMF. You'll have a create a level editor and all the things that come with it, like linking doors to exits, keys to locks, etc. It's quite enjoyable and you'll learn a ton of things about MMF, but many people use MMF in the first place to avoid more technical things. And all this to save yourself some annoying copy & paste work if you ever change the game engine late in the game's development.
Using a large frame and constraining the camera is a good compromise. Eternal Daughter did it this way.
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Jake G
Registered 06/03/2010
Points 782
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8th April, 2013 at 08/04/2013 06:00:05 -
Cheers for the advice, nim.
I'd say I'm relatively advanced at MMF2, but choose a less-advanced approach to development than what I'm potentially capable of. I've had a go with Ben at lev editors but I personally prefer having everything embedded in the mfa file itself, and loading external things like music, cutscenes or dialogue scripts etc.
I feel like a large frame with camera constraints would be best for this project I'm planning
Visit www.voltic.com.au - you probably won't regret it!
~Gradually getting less bad at making games~
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