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.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.
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 mightMy 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.
Is there a tutorial on this? I like that idea.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.
Anti-lag scripts such as Effectus or TheoAllen's insane anti-lag would probably address that.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.
Oh, so this sort of thing does exist?Anti-lag scripts such as Effectus or TheoAllen's insane anti-lag would probably address that.
LMAO, working on RPGs already gives me a super big headache as it is, so whats the difference?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.)
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.
LMAO, working on RPGs already gives me a super big headache as it is, so whats the difference?