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Thread: A good map Size for a Open World Platform Game?

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    A good map Size for a Open World Platform Game?

    I'm here to ask, what's a good map size for a Open World Platform Game?

    I use FastLoops to Generate my World

    Tile size is 16x16 and window size is 800x600

    I need a fair enough big world so the player can adventure through it.

    The world needs to have space for sky, land and caves too

    My expression:

    Start loop: "Gen"
    Number of loops: (number of tiles in x * number of tiles in y)

    Any suggestions?

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
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    You'll probably need to split it into multiple sections so that it isn't too big to hold in the computer's memory all at once. If you've ever played any Metroid games, then you should know what I mean.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    I would look into Looki's new tilemap extension. It has the ability to handle large-scale maps without too many memory issues.

    As far as trying to do open-world with the basic editor, I wouldn't really attempt it you'll run into slow-down as things get really large. If it's a small open-world (like Animal Crossing scale), you might getaway with it.

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    I was thinking of creating "Chunks" for the game.
    Every Chunk is 320x320 wide and holds 20x20 tiles.

    They will be generated when it has to (When in the visible window, for example.)

    Also they are unloaded when it's unactive (or not visible in the window)

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    That's another approach that I approve of, I was worried you we're experienced enough to implement it though, so I thought not to bore you with the suggestion.

    Some things to think of is that if your world doesn't exist, enemies can't chase you through it (enemies become static when they leave the side of the screen). Otherwise they'll get stuck in some really weird places and break the immersion.

    And of course every tile animation, enemy & bullet animation needs to be loaded into memory, so it can still get quite large memory wise if the scope of your game really is quite big. There may be a way a workaround that loads animation in and out of memory dynamically if this becomes an issue, probably some extension is capable of this, just not much experience in this personally.... but where there's a will there's a way :-)

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