Drake-_-Azric

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I'm working on designing my game and need to know how many tiles wide and high I can fit on screen at once. It's for a Zelda-type action/puzzle game, in which each map is 1 screen with no scrolling.

I know I can change the screen resolution with plugins, and I currently have it set to 1248×720 with Yanflys Core Engine, giving me 26 tiles wide by 15 tiles high. I am also using Cross Engine for pixel movement and ABS.

Is this size going to cause me any problems in the long run? Is there a different size or option I should be going with?

Ideally I'd like to use custom assets instead of the RTP. Is there anything I need to know or keep in mind while creating them? With pixel movement and custom maps, do I need to stick to tile size, or would I be able to change the size right to 1280 without problems?

Any help or pointers are greatly appreciated!
 

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On the "things im remaking" department even i kept getting confused by my status grenades similarity so i decided to redo both of them, now the icons and being thrown animations are very distinctive from each other :kaopride:
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I genuinely like the default MZ actor sprites, and the character creator. I think I will draw new headshots for them, but part of me doesn't want to replace the default sprites. But should I? I want to eventually release my game.
Someday, I hope they make a game where 95% of the animation budget went to turning valves and opening door animations, leaving every other animation looking like a CDI zelda cutscene.
programming at 12 years old: "I love how it works!"
programming at 18: "I love that it works."
programming at 25: "I love why it works."
programming at 30: "I love when it works."
programming at 50: "How did this work?"

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