Map sizes.

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Emperor Xan

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Okay, I know this has just been released, but I'm not digging the 256 size limit as I go more for epic scales for stories and the like.  So, how do I make the maps bigger, say raise the limits to 500 x 500 as in VX?
 

Zalerinian

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You use an external editor. If you don't want that, you need to connect maps together with transfer events. Other than that, you can't. Besides, that map size is waaay too big. It'd take ages to fill it with any useful and nice content. You're better off using a bunch of smaller maps you can string together instead. It'll be easier to do, you can watch yourself progress easier, and your performance will be better because you won't have to worry about so many events and a lot of tiles to render.
 

Kane Hart

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I have no clue why they lowered it. Maybe browser limitations? I will tell you what they will say though.

No one ever utilized 500x500 maps etc etc :)

It's a bit odd but sometimes each version ends up going back a bit then forward again. 
 

Emperor Xan

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Actually, I've filled several 500 x 500 maps with detail.  It helps with the type of storytelling I do.
 

Shaz

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I think I read somewhere that it was reduced because of the mobile platforms.
 

Zalerinian

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yes, the map size was reduced to 256x256 to help accommodate mobile devices, which aren't as powerful as laptops and desktops. The 256x256 size is still very large, and you really shouldn't need maps this large, but the purpose of reducing it was mobile compatibility with people who expect mobile export to be a one-click process and then they can sell their game on the app stores for billions. It don't work like that.
 

Emperor Xan

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Okay, so I'm forced to design just for mobile platforms with the newest version of the software?  If it is, that seems a bit limited and wasn't listed in the information about MV's potential use.
 

Zalerinian

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Okay, so I'm forced to design just for mobile platforms with the newest version of the software?  If it is, that seems a bit limited and wasn't listed in the information about MV's potential use.
you can just string the maps together using events to transfer between them.
 

Kane Hart

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yes, the map size was reduced to 256x256 to help accommodate mobile devices, which aren't as powerful as laptops and desktops. The 256x256 size is still very large, and you really shouldn't need maps this large, but the purpose of reducing it was mobile compatibility with people who expect mobile export to be a one-click process and then they can sell their game on the app stores for billions. It don't work like that.
I agree. It's a bit sad putting limitations on for say a device you might not even plan on exporting too.

Oh well. Maybe the devs here can hint that we want blood or back to 500 at least ;)
 

Kane Hart

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You can increase the max map size if you follow this tutorial.

https://m.youtube.com/watch?v=iadfaxNQ6RE
Funny i'm talking about 500x500 above your post then you post my video and this thread inspired me to check the json files for the map and then I forgot all about it.

Many things can be done past the hard limits. Just need to do it via json. I bet if people don't bother using editor modify things down the road people just make third party tools to do it. 
 

Emperor Xan

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The only issue with the json trick is that it only lasts so long as you don't anger the editor and it cuts your work down to the 256 x 256 size.
 
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Kane Hart

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The only isue with the json trick is that it only lasts so long as you don't anger the editor and it cuts your work down to the 256 x 256 size.
Pretty much. Always keep updates and for map settings stick to json. Maybe down the road someone will make a tool I doubt the Japan devs will do much. Their going to limit and make everyone suffer based on mobile users... I think Unity3d and all the other game makers should do the same. Pick the lowest device it can export to and cap everything bases on it. Lots of sense there haha.
 

GethN7

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Funny i'm talking about 500x500 above your post then you post my video and this thread inspired me to check the json files for the map and then I forgot all about it.

Many things can be done past the hard limits. Just need to do it via json. I bet if people don't bother using editor modify things down the road people just make third party tools to do it. 
I tried this. Saves fine, then when I try to reopen it after verifying it worked, it crashes.
 

einlanzer

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If I'm being honest, I don't understand why anybody would want to use maps that size. 256x256 is more than enough. Getting bigger than that, they aren't fun to create/manage and they aren't fun to traverse for players.
 

GethN7

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If I'm being honest, I don't understand why anybody would want to use maps that size. 256x256 is more than enough. Getting bigger than that, they aren't fun to create/manage and they aren't fun to traverse for players.
Forgive me if this sounds rude, but that's beside the point.

Thing is, I need to make a big map of at least that size (I pan on adding stuff like ships and other transportation to reduce the aggravation of traveling), and the fact trying to make one when it's possible that constantly results in non stop crashes is aggravating.

I got to the point I can LOAD a mostly blank 500 x 500 map just fine, but I tried using the fill command as a test = Instant Crash.

Even trying to edit a map that size can result in crashes, often with reports of unhandled exceptions, which seems to indicate the program has horrible stability that needs addressed, and I checked, in Task Manager, it doesn't use THAT MUCH resources, so the program has bad stability, not that it's a bad idea IMO.
 

Emperor Xan

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If I'm being honest, I don't understand why anybody would want to use maps that size. 256x256 is more than enough. Getting bigger than that, they aren't fun to create/manage and they aren't fun to traverse for players.
Well, the point isn't what you find personally appealing.  There are different types of stories and genres for this very reason.  Some tales are intimiate and the size of the maps reflect this.  Other tales are epic and span continents, if not worlds.  The only way to visually capture this is to create vast maps.  The 500 x 500 size was perfect for this latter type of story.  Now, I know we can link maps together, but that requires a transition screen, which presents a different view of a world as film has already used the dissolve in its myriad forms to denote a passage of time and/or location change.  The same holds true from switching maps when you enter/exit a building/town/dungeon.  I do have games that use smaller world maps, but this is a reflection of the story and the plot elements involved.  So, while you might not understand why someone wants to pursue scales you find too large in scope, that doesn't mean it's a terrible decision for players and designers alike.  What it comes down to is perspective and the scale of the stage.  Even in game play I prefer the epic novel to the short story, but I know that I'm not everyone.  I design what I want to play share it in hopes that there's an audience of people who enjoy what I do.  Thus, the long format epitomized by a large map works for me.
 
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Kane Hart

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I have no clue why the F people keep saying I don't see why people would want this and that. Maybe he is making a big open world where you move 400 the speed via a car or something... Even if he was not this issue always come up and people sit here saying well I been using RPG maker forever and this is how it should be don't be so creative now...

Ugh I get so annoyed with this community always pushing for Ace versions of the game to come out.

Really I mean when you guys keep telling people to stop pushing for new bounds you are asking for the engine to be nerfed. 
 

Mouser

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Even trying to edit a map that size can result in crashes, often with reports of unhandled exceptions, which seems to indicate the program has horrible stability that needs addressed, and I checked, in Task Manager, it doesn't use THAT MUCH resources, so the program has bad stability, not that it's a bad idea IMO.
This leads me to believe there may have been some very sound reasoning behind limiting the map size. Most of us never encountered issues with large maps before because we never used them. That doesn't mean they didn't cause any. When I think of all the events and other things the game needs to keep track of on a huge map (stuff the player is nowhere near tripping), and I can see why they may have gone this route.

As for stability - it sucks, but you can't always gracefully handle every exception - you create bounds so that those exceptions don't get thrown. When you as developer knowingly step over those bounds, you are opening yourself to the possibility of creating situations the program can't handle.

I'm not saying there's no reason to ever use a large map. The current reality may be that RPG Maker MV isn't the tool you need if that's the route you have to go. Transitions and travel are options to create the feel of a large world, but if you need it all on one large plate, that may be more than MV can deliver.
 
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