Map Configurations
5 posters
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Which Camera Style should be used?
Map Configurations
1- How should the camera be positioned to the map?
Overview (like in the old GTA):
Up-back style (as in Pokemon):
Diagonal Up-back style (as in FFTA):
It may also be Diagonal Overview style, but I haven't found any games using that kind of engine.
2 - As for the floor, should we use terrain with differences on the floor height or make it plain?
Ex: That FFTA style from before.
By the way, this does only work for the up-back style. In the overview one, it's hard to define the differences on the floor.
The main advantage of this is that it enchances the game, by adding another feature to it, and also allowing the character to jump.
The main disadvantage is that it complicates moving within battles, a reason why I think we should keep battle maps as simple as possible.
By the way, we don't need to use 3D graphics to do these (except for the GTA one). It's a kind of pseudo-3d that works with layers, not really hard to do.
Overview (like in the old GTA):
Up-back style (as in Pokemon):
Diagonal Up-back style (as in FFTA):
It may also be Diagonal Overview style, but I haven't found any games using that kind of engine.
2 - As for the floor, should we use terrain with differences on the floor height or make it plain?
Ex: That FFTA style from before.
By the way, this does only work for the up-back style. In the overview one, it's hard to define the differences on the floor.
The main advantage of this is that it enchances the game, by adding another feature to it, and also allowing the character to jump.
The main disadvantage is that it complicates moving within battles, a reason why I think we should keep battle maps as simple as possible.
By the way, we don't need to use 3D graphics to do these (except for the GTA one). It's a kind of pseudo-3d that works with layers, not really hard to do.
Last edited by KaoroSorane on Sat Jun 27, 2009 1:57 pm; edited 2 times in total
KaoroSorane- Posts : 152
Join date : 2009-05-23
Age : 31
Location : Rio de Janeiro, Brazil
Re: Map Configurations
I think Final Fantasy tactic would be better
if the city will be 3D
make it Free camera so the players can choose whatever they want this would be better
cuz we are in 2009
if the city will be 3D
make it Free camera so the players can choose whatever they want this would be better
cuz we are in 2009
Re: Map Configurations
I created a pool, please cast your vote.
To make the camera free-movement, the whole game would have to be 3D. Otherwise, we're gonna end like Ragnarok. The camera could be free movement on the Overview style, though, but that doesn't free us from the need of using 3D graphics.
To make the camera free-movement, the whole game would have to be 3D. Otherwise, we're gonna end like Ragnarok. The camera could be free movement on the Overview style, though, but that doesn't free us from the need of using 3D graphics.
KaoroSorane- Posts : 152
Join date : 2009-05-23
Age : 31
Location : Rio de Janeiro, Brazil
Re: Map Configurations
Up-Back or Diagonal Up-Back.
Nothing against 3D, but I want something more... Old School.
Nothing against 3D, but I want something more... Old School.
ricmax- Posts : 80
Join date : 2009-05-27
Age : 35
Location : Londrina - PR - Brazil
Re: Map Configurations
Haha...ricmax wrote:Up-Back or Diagonal Up-Back.
Nothing against 3D, but I want something more... Old School.
KaoroSorane- Posts : 152
Join date : 2009-05-23
Age : 31
Location : Rio de Janeiro, Brazil
Re: Map Configurations
I dislike diagonalness for this because, there is no diagonal key on my keyboard. srsly lol.
But if you lookat the flash animations Kaoro made (I think), the play style it shows (which I want) I don't think would work as nicelessly in diagonalness, though it could still be done.
But if you lookat the flash animations Kaoro made (I think), the play style it shows (which I want) I don't think would work as nicelessly in diagonalness, though it could still be done.
scrag_10- Posts : 55
Join date : 2009-06-02
Re: Map Configurations
The animations would work, I guess, because the mouse doesn't make distinction between diagonal tiles and normal tiles, you just have to put it over a mob and start clicking.
But for moving, well, you really have a point there. FFTA uses a system where the up arrow key moves your character NE, the down moves it SW, the left goes NW and the right goes SE. So it's like if you had spinned not only the map, but also the commands.
I think it's ok with normal-view Up-Back style, but high-ground and low-ground may seem a bit strange here, so it remains the doubt of wether we should add that or not.
But for moving, well, you really have a point there. FFTA uses a system where the up arrow key moves your character NE, the down moves it SW, the left goes NW and the right goes SE. So it's like if you had spinned not only the map, but also the commands.
I think it's ok with normal-view Up-Back style, but high-ground and low-ground may seem a bit strange here, so it remains the doubt of wether we should add that or not.
KaoroSorane- Posts : 152
Join date : 2009-05-23
Age : 31
Location : Rio de Janeiro, Brazil
Re: Map Configurations
Someone have any experience with the RPG MAKER?
I'll make some maps from that view (when I had sometime). It's something that I thing that everyone seen at least once, but maybe it help a lil'.
I'll make some maps from that view (when I had sometime). It's something that I thing that everyone seen at least once, but maybe it help a lil'.
ricmax- Posts : 80
Join date : 2009-05-27
Age : 35
Location : Londrina - PR - Brazil
Re: Map Configurations
Actually, using the RPGMaker to draw the maps is a really good idea. Once we code the map/tile part, we can make the maps from those RPGMaker bases.
KaoroSorane- Posts : 152
Join date : 2009-05-23
Age : 31
Location : Rio de Janeiro, Brazil
Re: Map Configurations
I think it would be best to avoid 3D and stick with 2D for starting out. It would be less complicated and easier for most people to handle. Specialized software like Maya or 3DS would be needed to make 3D graphics, but anybody can make 2D graphics.
I never used RPG Maker. I have never even seen it. However, I do have Photoshop and Illustrator. Maybe the graphics could be jpg or gif images? I haven't a clue how engines would implement them. (I never used a game engine.)
I never used RPG Maker. I have never even seen it. However, I do have Photoshop and Illustrator. Maybe the graphics could be jpg or gif images? I haven't a clue how engines would implement them. (I never used a game engine.)
tawna- Posts : 11
Join date : 2009-07-06
Re: Map Configurations
I guess most of the images are either going to be JPEG or PNG. We'll simply have to make them with a transparent background.
If you have seen the codes I've posted for Sprites, here's how they work:
There are three main kinds of image types for now: Simple sprites, layered sprites and animated sprites. The simple sprite will import the image from the user pc. The layered sprite is just a lot of simple sprites piled one over the other, and the animated sprite is a lot of simples/layereds, that represent frames, and swap to the next one at a certain interval.
So, for example, to create a tree, we'd simply draw the tree image to a png/jpeg and the engine will import them to the game. To create a character (which has a lot of stuff, like hair, body, shirt, weapon, etc), we'd draw each of those layers to a different png image, import all of them to the game and create a layered sprite with them. And for animations like the one of a mob running, we'd draw each of the frames (like in a frame-by-frame animation), and the program will get them.
If you have seen the codes I've posted for Sprites, here's how they work:
There are three main kinds of image types for now: Simple sprites, layered sprites and animated sprites. The simple sprite will import the image from the user pc. The layered sprite is just a lot of simple sprites piled one over the other, and the animated sprite is a lot of simples/layereds, that represent frames, and swap to the next one at a certain interval.
So, for example, to create a tree, we'd simply draw the tree image to a png/jpeg and the engine will import them to the game. To create a character (which has a lot of stuff, like hair, body, shirt, weapon, etc), we'd draw each of those layers to a different png image, import all of them to the game and create a layered sprite with them. And for animations like the one of a mob running, we'd draw each of the frames (like in a frame-by-frame animation), and the program will get them.
KaoroSorane- Posts : 152
Join date : 2009-05-23
Age : 31
Location : Rio de Janeiro, Brazil
Re: Map Configurations
http://images.google.com/images?q=RPGMaker%20Maps
Some Maps to has an idea of the tool. If you can download it (it's free) you'll see that as easy as it was.
Some Maps to has an idea of the tool. If you can download it (it's free) you'll see that as easy as it was.
ricmax- Posts : 80
Join date : 2009-05-27
Age : 35
Location : Londrina - PR - Brazil
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