Map size limit workaround?

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NeoPGX

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I noticed that the map size limit for VX ACE is 500 x 500 which isn't big enough for me. Is there any sort of workaround I can use to make them even bigger?
 

Nicke

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I wouldn't even suggest making a 500x500 map since RPG Maker tends to lag alot if using a large map. Why would you even need to use a 500x500 map? You can split them into smaller ones instead.
 

NeoPGX

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I wouldn't even suggest making a 500x500 map since RPG Maker tends to lag alot if using a large map. Why would you even need to use a 500x500 map? You can split them into smaller ones instead.
My mind is made is made up, I need to make a really large map and I need it for a future game that I want to make open world.
 

Andar

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Tsukihime has a script that can break that limit - it's not easy to use as it needs to override editor saves, it's extremely important to follow the instructions step by step.


However, I think you'll be disappointed by the results of such big maps, and even that map limit breaker script has limitations of its own due to RAM-limits on how much data RM can handle on a single map - not to mention event limits and other things.


Try going another way: split the map, but use scripts to transfer without needing an event transfer command. If done properly, it will look to the player as if the play goes along a titanic map, while in reality the game has only part of that map in memory and transfers the player between different maps.


This needs additional care on mapping to make the borders of all partial maps fit to the next map, or the transfer would still become visible.
 

Alexander Amnell

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My mind is made is made up, I need to make a really large map and I need it for a future game that I want to make open world.
You're likely going to need to look for a different engine entirely then, or else find a more reasonable workaround like a script that produces seamless transfers to give the illusion of having a larger map. Even though it might

be possible to break the map limit in some way, the chances of creating a mediocre looking map that will function correctly when played upon at that size is extremely unlikely.
 
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NeoPGX

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Try going another way: split the map, but use scripts to transfer without needing an event transfer command. If done properly, it will look to the player as if the play goes along a titanic map, while in reality the game has only part of that map in memory and transfers the player between different maps.

This needs additional care on mapping to make the borders of all partial maps fit to the next map, or the transfer would still become visible.
Is there a tutorial on this? I like that idea.
 

Makio-Kuta

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Then you might want to consider making your game in something else. I'm willing to bet that most of those big, open-world games are NOT rendering the entire world at all times. There's a radius around your character that is active and being processed, while the rest isn't.

As far as I know, there's no way to tell RPGmaker to only execute the events in a certain radius around the player and not everything on the map, so you'll be experiencing a large amount of lag even at the 500x500 limit.

The best thing to do is split your map into smaller chunks and use transfers with the "Fade" set to "None" If you map carefully enough, and place your transfers well, you can make it feel like it is one big map. It could take some practice to understand how to do the mapping, but it's probably the most efficient way to pull off what you want.
 

Tsukihime

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As far as I know, there's no way to tell RPGmaker to only execute the events in a certain radius around the player and not everything on the map, so you'll be experiencing a large amount of lag even at the 500x500 limit.
Anti-lag scripts such as Effectus or TheoAllen's insane anti-lag would probably address that.
 

NeoPGX

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Hey guys I'm already looking into a different  efficient way to get around the problem. Seems like it will work.
 

Makio-Kuta

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Anti-lag scripts such as Effectus or TheoAllen's insane anti-lag would probably address that.
Oh, so this sort of thing does exist?

Still, even without considering the lag, for the sheer sake of keeping yourself sane - smaller maps is better. Could you imagine keeping all the events on a huge map in check? Even if you name them all properly, that sounds like a headache. (especially if you use a lot of events to access another layer of mapping. I think I can only stomach so many events named "Tree" "Tree" "Tree" before I'd go insane.)
 

NeoPGX

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Oh, so this sort of thing does exist?

Still, even without considering the lag, for the sheer sake of keeping yourself sane - smaller maps is better. Could you imagine keeping all the events on a huge map in check? Even if you name them all properly, that sounds like a headache. (especially if you use a lot of events to access another layer of mapping. I think I can only stomach so many events named "Tree" "Tree" "Tree" before I'd go insane.)
 LMAO, working on RPGs already gives me a super big headache as it is, so whats the difference? :p  
 

Shaz

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What is your different efficient way? I'm sure others would like to know as well.
 

Engr. Adiktuzmiko

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Then you might want to consider making your game in something else. I'm willing to bet that most of those big, open-world games are NOT rendering the entire world at all times.
 
Yeah, most of those renders only the parts that are deemed to be "visible" to the current camera so that it reduces the time it needs to render. 

LMAO, working on RPGs already gives me a super big headache as it is, so whats the difference?
 
The difference is you're gonna have a much worse headache. And the worse it gets, the more it will eat you out, which in turn might consume you to the point of not wanting to continue anymore
 
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