How would you make a huge world like Pokemon?

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Post » Tue Apr 02, 2013 4:16 am

How would you approach this?

My example is, the Pokemon games, how they have a whole world to explore and towns to go through. How would you approach this in Construct 2? It would make performance run very slow if you had all sprites and all animations from all the people running on a Layout at one time. How could you make the game world load each time you move to a different area to lessen the load on your processor?

I have been struggling to find a solution, and I can not think of one. Does anyone have any ideas?
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Post » Tue Apr 02, 2013 4:43 am

Make every dungeon and town etc as seperate layouts. Use global variables for triggered changes in the world, such as moved objects or destroyed areas. Keep one towns events in one sheet and dungeons in another event sheet. Shouldn't be too difficult.

Kept this post simple and short cause Im writing from phone :)
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Post » Tue Apr 02, 2013 4:50 am

Thanks for the quick reply.

I know to do it that way, but it seems that the Pokemon games are seamless in terms on the game world. Besides going inside houses and dungeons.
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Post » Tue Apr 02, 2013 5:32 am

[QUOTE=GameThirsty] Thanks for the quick reply.

I know to do it that way, but it seems that the Pokemon games are seamless in terms on the game world. Besides going inside houses and dungeons.[/QUOTE]

This is probably because all of the NPCs and such are loaded/unloaded once you reach a certain way point.
I've noticed upon entering towns, there's a small half second lag. That's probably what I just mentioned happening.
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Post » Tue Apr 02, 2013 2:54 pm

I am making a game along the same lines as Pokemon and I am doing pretty much what Sishin said, I have large layouts that have grids on them. Once the player passes into a new grid I destroy certain cells and create others. I am even having the interior of buildings on the same layouts but have them hidden until a player collides with the door objects.

Another way to do it is have a different layout for each cell similar to the way zelda for NES did it.
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Post » Tue Apr 02, 2013 3:38 pm

The easiest route seems to be have a different layout for each cell. But it seems more time consuming.
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Post » Tue Apr 02, 2013 5:11 pm

Rushing and doing it the quick way usually doesn't lead to a quality game. You also have to plan for devices that can't load a large world into memory all at once if you are not just targeting PC's with the game...
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Post » Tue Apr 02, 2013 6:15 pm

[QUOTE=BluePhaze] Rushing and doing it the quick way usually doesn't lead to a quality game. You also have to plan for devices that can't load a large world into memory all at once if you are not just targeting PC's with the game...[/QUOTE]

It's solely for PC. But even slower PC's would have trouble handling a large world with 10k plus sprites if I just did one huge world.

How would a grid system work with loading and destroying sprites?
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Post » Tue Apr 02, 2013 6:53 pm

You better do the NES Zelda way.Or, you know, you can make an illusion that the whole world is one layout, but actually it is lots of layouts. I think this will happen like this:
You are in Layout 1
When you go to the edge of it, you see the stuff from the next layout, but actually it is copied from the second layout.
When you go over the edge of Layout 1, the next Layout loads.And since the player saw no actual edge of the first layout, he will think it is a very big layout. Of course, you are going to with global variables a lot.
Also, make sure you don't use free edition. If you don't know what is the worst thing about free edition, it has got a limit of events, up to just 100. And in games like Poke a Moan or Zeal Dah you will run out of events very quickly. That's what happened to me. I wanted to make a Zelda game along with a platformer and a space shooter, but I saw that events have a limit and said " this. I am uploading the whole thing.".
HARMLESS SIGNATURE THAT IS VIEWED BY OTHERS AS OFFENSIVE AND CONTROVERSIAL
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Post » Tue Apr 02, 2013 9:46 pm

I'm thinking maybe multiple layouts to split the game world up will be best.

Now my other roadblock I already know is having pixel buildings resembling Pokemon buildings, but I can not go and copy theirs, it is copyright infringement, where can I go to learn how to make 2d sprites like the buildings? Everywhere I look they are iso buildings, no tutorials for the 2d ones in Pokemon.
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