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ImaginaryVillain
ImaginaryVillain
This should help circumvent the memory issues of randomly generated maps and ABS systems. Or at the very least help optimize them a bit... Listen, it just sounds like a fun thing to try, don't judge me! ;)
standardplayer
standardplayer
In a world.....where there are 8 RPG Maker Maps, and 16 quadrants, there's only enough memory for a Map to make it to a quadrant. It can't be in two quadrants at once.
gstv87
gstv87
(fathoms the concept)

"...........huh." oõ
ImaginaryVillain
ImaginaryVillain
@standardplayer The plan is break up a large map into smaller sections, for example a 100x100 map into 20x20 sections. Then update only stuff within 10x10 of the player while using a lighting plugin to hide anything outside of 6x6. Assuming I use only spawned events, I can unspawn stuff outside of the area, and use a parallax plugin to change parallaxes as the player reaches other areas.
ImaginaryVillain
ImaginaryVillain
If I do it right, I can keep the map surprisingly clear and I'll only maintain specific events which I'll put to a blank event page when not in use. Then I can keep a count and when that event comes back into focus it can react to the count. =D
standardplayer
standardplayer
I was just quoting a Rick & Morty episode...kind of. Anyway lol sounds cool, 'unloading' resources as they are no longer needed is actually something AAA game studios are starting to take advantage of an a huge scale.
ImaginaryVillain
ImaginaryVillain
Oh, haha.... I missed that. It's after 3am here and I'm not even sure why I'm still awake, let alone why I'm messing with code. XD
standardplayer
standardplayer
Cause you got project fever :D Coming up with ideas and testing em out. It keeps me up, too
ImaginaryVillain
ImaginaryVillain
It's pretty much like crack, even if I wasn't working on a game.... I'm still be here experimenting! :LZSexcite: Great for my enjoyment, but pretty much the worst for any kind of timeline or sleep schedule. :LZSwink:

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