Just curious how you are doing the mapping. Is it the standard method of creating tile maps and placing events and objects down, or something else?
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Just curious how you are doing the mapping. Is it the standard method of creating tile maps and placing events and objects down, or something else?
Pretty much. You paint the tiles onto the grid, apply attributes for each tile. There are quite a few layers for tiles too; ground, multiple mask and fringe layers, and animating layers for mask and fringe as well.
I don't dabble in the autotile stuff from RPG Maker in this because I prefer to have complete control over tile placement.
So you can't have pre-configured attributes applied to tiles before placing them down? (Like ZQUEST)
Oh, I didn't know you were using rpgm for mapping. I was going to ask if you wanted some FF1 maps in xml format at some point to dick with.
...What is a fringe layer?
Wait wait, I'm not using RPG Maker for mapping. It's all Visual Basic .dat files baby. ;)
Fringe layers are the layers of tiles that are fringe. A fringe tile is drawn to the screen on top of the player - stuff that the player walks under.
And having the tile attributes separate from the actual drawn tile opens up a lot more options.
True, but you can have pre-defined attributes and let tiles that have already been placed be customized (Without influencing the pre-defined behavior of the tile). So you can have a tile pre-defined to be Fringe and everytime you place it it will have that property, you can then go and set some of those tiles to not be Fringe if you so desire and it won't affect all the tiles or the behavior of newly placed tiles.
Regardless, mapping sounds pretty easy.
I've made a couple maps for SE over the past couple of days and I must say that the editor is pretty damn good.
It would, however, be very convenient if the tiles had pre-defined attributes that could be altered after the tile is placed.
It would make doing blocking (defining which areas are unwalkable) a lot more convenient and less error-prone.
Nit yeah I'm still somewhat keen on having a go at mapping stuff.
Edit: I can't remember what I meant to say instead of Nit D: (Which is obviously a typo)
What if each tile had a property index, which was a lookup value to a table of scripts? Then, if you changed a certain tile's property (or the script for that ID), it would change all of them simultaneously?