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As far as loading and updating map portions I found how pokemon rby handles this is by just drawing what in frame and only update the map it's on. I am planning on having a giant map but only updating and drawing 2 blocks surrounding the character so it wont lag or run slow.

I also created a catch formula based off of things I found online and made a function out of it, Id be more than happy to share.

Event triggers are going to be a tough thing, I am still working on the basics and haven't even started pondering different solutions, but I think creating something like an ActionEvent that allows an NPC to move. This might work well if you  create a list that has a queue of many ActionEvents (move, display text, etc), then when talking to an NPC - allow them to either: Battle, display basic text, or execute a ActionEventList trigger...

I also implemented a dynamic text block displaying system that generates the right amount of border to display for a particular situation -- by simply generating 2 for loops width and height, for the size and repeating this throughout -- displaying blank blocks inside.


I'd be happy to share anything possible, the source code is available with every single release I put out.

Now that I have the map editor finished and a bigger chunk of the map done, the framerate is starting to drop,  and was even worse before I made it so animated tiles only animate when they're within a radius of the player. That alone raised it from 12 FPS to 80 FPS. I think that I should just use larger sprites of the maps, cut out any tall grass(as it's a two layer tile with grass on top) and overlay it with the collision data. Do you have any other ideas of how I could optimize it, since I would like to stick to the current system if possible of each tile being an individual GameObject?