is this the right way to do it?

Tibletoad

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in my game I.F.R.I.T.  I have my MC Kendra send through time,  i wanted to do this as a little video thing,

The way i did this is by  having her transfer after a lost battle, then coppied the map several times and added events in them that are just cosmetic  and add those map transfers to the event after the battle.

IS this a good way to make a video in the game ?  or would you  say there are better ways that are less time consuming ? (do note it took me like 3 minutes tops to get the coppies and the events in place)

Basicly what i am asking , is this how you would do it ? if not how would you do it ?
 

EternalShadow

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I'd probably use switches to pop in and out events that show the changes, but your way works if the tilesets change completely, and probably seems faster in the long run.
 

Tibletoad

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How would one do that ?  use switches to pop them in and out ?
 

Andar

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How would one do that ?  use switches to pop them in and out ?
Different event pages can have different grafics and different priorities - one page could be the item in the past, and in the current time it's either another item or without grafics and set to priority "above" to move it away from the player.
And then condition the pages to switches like "past year XY", "past Year Z" or whatever.


However, that depends on how different your maps are - if you have a lot of events that are only partially visible at all times, then making two maps might be the better solution to reduce lag - invisible and deactivated events still cause a small amount of lag, and if you have too many of those this can slow down the map (I'm talking about several hundred events on a larger map, it doesn't matter for small maps)
 

Tibletoad

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Right now  the events i am doing on several map transfers after battle for is like having  lightning/fire move on eblock per map  To make it look like the  lightning moves from one time room pillar to the next.
 

Shaz

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Read some beginner tutorials. You don't have to have a dozen maps that are all the same apart from a few little things that change over time. That's what events and switches are for.
 

Tibletoad

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I have read several  tutorials , none of them spoke about switches ina ny other way of them opening foors
 

Shaz

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Opening what? foors? Do you mean doors? You don't need switches for that.


What tutorials did you look at? There are many on this site and they cover MUCH more than opening doors. Also check the help file, as that will talk about the use of switches.


Look up a few posts to Andar's post, and follow the link in his signature.
 

Tibletoad

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Yes foors are doors ....

I googled some questions like i was suggested in my in my first thread and got several tutorials, where people  only spoke about using switches to open door in order to make a puzzle or extend gameplay that way (i dont like people using tricks like that to extend gameplay though)
 

Shaz

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Did you check the link in Andar's signature, as I suggested?
 

Tibletoad

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I am about to go check it out :)   doing some other RL things that needs to be done before i can fully focus back on the game i am making :)   and there for can look at that link :)

Edit: I have OCD so i need to work structurised, i put  follow the link on the list of things to do when doing the game, thats the reason why i have not done it yet.
 
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Andar

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I googled some questions
Google is a very bad search engine as far as RPG makers are concerned, because the few RM-answers are swamped under answers that have nothing to do with RM if you aren't extremely careful about how to phrase your search. This is especially bad when terms like "parallax mapping" have become RM-custom terms for thing that have nothing to do with the original definition of both parallax and mapping.
And my topic is about things you should do (and prepare) before working on your own game, because it will help speed up your game making if you have those basics done first...
 

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