S
Sergio Tamayo
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I need to have a big map for my game. It's a MMO so would a large map creative massive lag? I'm unfamiliar with this. Any advice?
Are you familar with Project Zomboid? I'm thinking about designing a game like that for Mobile. Would this possible for someone who has yet to learn about Game Maker? I am coming from RPG maker and I have some coding experience.Technically the "room size" means nothing. It's just a quick way of setting the size of the window without any code. Game maker rooms are infinite regardless of what their "size" is.
If you have yet to learn about game maker, I'd recommend learning before trying to tackle a project you wish to put to market.Would this possible for someone who has yet to learn about Game Maker? I am coming from RPG maker and I have some coding experience.
Thanks for the info. Im sure it shouldn't be too difficult to implement.You should be able to make the map (room) almost as big as you want - the real task is managing what object instances are 'active'. For each player (client) I would only process objects within a range of the view. It's worth looking into instance activation/de-activation and experimenting. Also research chunking systems!
Definitely possible to have massive rooms with no lag.
But that's what we ALL face wanting to make a game. You have to think in the long run. And there are reasons why you continue making games and not on RPGmaker.I agree with you Andev 100%. I wish I had a partner or few that has some experience with Game Maker and would be interested in this project. Doing a project from scratch 1 knowing nothing about Game Maker is going to be a hard long road to face.
You're absolutely right. It's my dream to design a game that can pop off. I had to find another software besides rpg maker. The software doesnt have much potential in the marketplace.But that's what we ALL face wanting to make a game. You have to think in the long run. And there are reasons why you continue making games and not on RPGmaker.
This completely depends on how complex your game is. If you're making a universe game simulating every molecule, then there will need to be some high level optimising. But if you're just making a simple zombie survival game, you just need some basic loading in/out for stuff that's offscreen.Making big map in game maker is not an easy task, it doable but it's not easy
Yeah simple zombie survival game .This completely depends on how complex your game is. If you're making a universe game simulating every molecule, then there will need to be some high level optimising. But if you're just making a simple zombie survival game, you just need some basic loading in/out for stuff that's offscreen.
This is how the guild wars series works. The only place you interact with other people is inside a town.Are you familiar with the term "instancing"? It's common in MMORPGs as a way of reducing map load - basically, an area can have several different "instances" (entities / versions) active at the same time, and only a few players are in it, and they have no contact with any other player. This helps speed up performance, because there's less information that needs to be shuffled around all the time. Maybe something like that could be worth considering? It's commonly used for dungeons (because that's where the action happens) but you could probably have it happen over the entire game world, and only have tons of players active at once in the hub / mission area. (e.g. players would form parties or get assigned random parties and then load in a smaller area)
You mean it's just like...Also, Diablo 3 is similar to this where each player had their own world. this is of course good for offline, but for with friends you can invite others into your game to play along side you.