How would you make a huge world like Pokemon?

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  • 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?

  • 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 :)

  • 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.

  • 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.

    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.

  • 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.

  • The easiest route seems to be have a different layout for each cell. But it seems more time consuming.

  • 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...

  • 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...

    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?

  • 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 <img src="smileys/smiley35.gif" border="0"> 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 "<img src="smileys/smiley35.gif" border="0"> this. I am uploading the whole thing.".

  • 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.

  • There are almost an infinite way to make buildings for your game, but the secret really is that there is no secret. You just gotta dive in and start creating in whichever program your most comfortable in. <img src="smileys/smiley18.gif" border="0" align="middle" />

  • There are almost an infinite way to make buildings for your game, but the secret really is that there is no secret. You just gotta dive in and start creating in whichever program your most comfortable in. <img src="smileys/smiley18.gif" border="0" align="middle" />

    I was using MS paint today, and I sure do need practice at making 2d sprite buildings.

    All of the tutorials are all ISO style, well Pokemon is not ISO style... ehh <img src="smileys/smiley5.gif" border="0" align="middle" />

  • Frankly I find more tutorials on making 2d or 3d buildings when I want iso.

    The RPG Maker communities have a lot of resources on how to make any pixel art that's like pokemon. Try searching "pixel art tutorials". Buildings should be easier than characters.

    You also have a choice of 16x16 and 32x32 to narrow the search further. 32x32 is more popular, 16x16 is closer to classic pokemon.

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  • Thanks for the info. I will try that out and get back to everyone with my results.

  • Game Freak doesn't care if you use it's sprites. Just look at I Wanna Be The Guy and the amount of sprites from Nintendo games! And they said, we don't care.

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