Remove tileset image size limit

Would you like this feature?

  • Yes

    Votes: 5 55.6%
  • no

    Votes: 3 33.3%
  • yes but not important

    Votes: 1 11.1%

  • Total voters
    9

peq42_

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Description of the Feature:
  • Remove tileset size limit(So it would be like it was in XP)

Code for Implementation:
I don't know.

Mockups:
The same thing as it is now, with more tilesets in each page if you wish so.

Why is this feature good?
This feature is great because of the following:
  • You will be able to increase the size of a tileset page(Ax,B,C,D or E) by increasing it's image size by something higher than 768x768(MV current limit) and adding new tilesets in it.
  • Unlimited number of tilesets per page

Possible issues with this feature?
Issues that might arise from this feature:
  • MAYBE slows the loading/fps(wich can be fixed if Kadokawa improve MV's performance)
 

Andar

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There is a limit to picture size (and thereby tilesheet size) that can not be ignored, and larger tilesets will also increase RAM requirements for gameplay. If the tileset are unlimited you can forget deployment to mobile, and it will also slow down games on desktops no matter how much you optimize the engine...
 

peq42_

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There is a limit to picture size (and thereby tilesheet size) that can not be ignored, and larger tilesets will also increase RAM requirements for gameplay. If the tileset are unlimited you can forget deployment to mobile, and it will also slow down games on desktops no matter how much you optimize the engine...
But why? There are so many games that should be heavier than any MV game in google play/appstore...

I still think that there is a way around it.Even if necessary that the engine transform the map in a few .png files, like it was a parallax map(so it wouldn't load all the tilesets to ram, only the map pngs)

Anyway...if that be a problem without solution, so you can delete the topic.
 

Andar

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The limit is on the RAM, not on the total data size. You can't work on compressed data, and picture compression has become extremely high. Tilesheet pictures need to be completely stored in the RAM, and that takes a lot, especially on mobiles. And for another pixi.js has a maximum size limit for pictures to load that had been hit when people used the change tilesize plugin to go beyond 64*64 Pixels per tile.
Just as an experiment, take a large picture that had been saved as jpg (from your camera or whatever) and resave it as bmp. Then compare the filesizes. BMP has no compression...
 

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