Difference between revisions of "Map Maker"

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=== Usage ===
 
=== Usage ===
  
* To make the best possible use of space, try marking your new map up in a 16x10 grid. This will give you 6-1/4 screens across, and 10 screens vertically, to plan your level.
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* To make the best possible use of space, try marking your new map up in a 16x10 grid. This will give you 6-1/4 screens across, and 10 screens vertically, to plan your level and make the most efficient narrative use of every tile.
  
 
=== Tricks ===
 
=== Tricks ===

Revision as of 11:06, 18 March 2020

Map Maker
Mapmaker.png

Release type: Retail (Game-Maker suite)
Release date: 1991 (original release)
Author: G. Andrew Stone
Related tools: Palette Designer, Block Designer, Character Maker, Monster Maker, Integrator, Xferplay

Produces and edits .MAP format files. Programmed by Gregory Stone.

Version history

1994 - Version 3.00

.MAP format

A .MAP file is 100x100 tiles. A screen is 16x10 tiles. So a map is in effect 6.25x10 screens in size, looped top-to-bottom and left-to-right. As a game screen scrolls only with the Xferplay follow-camera, that attempts to track the character after they cross a certain distance on the current display, the breakdown of map-to-screen is a bit obscured, creating a sense of a large, recursive space that may be selectively walled in and directed across screens and loop points at the discretion of the designer.

Tips

Interface

  • If your map is small, consisting of just a screen or two visible to the player, try drawing lines and markers outside the level boundary to help you find the relevant area in Integrator. (Otherwise you may find yourself wasting an age scrolling around in search of your intended link points!)

Usage

  • To make the best possible use of space, try marking your new map up in a 16x10 grid. This will give you 6-1/4 screens across, and 10 screens vertically, to plan your level and make the most efficient narrative use of every tile.

Tricks

  • At the start of a map load, the level will fade in from black. Then after it has finished loading, the engine ticks away two frames before character and monster sprites appear. This limitation is also an opportunity to play with a short loading animation, by placing appropriate background blocks in the positions of any sprites on the initial screen. For instance, you can place two frames of the character beaming in or opening a door, or standing up. Then after the second frame, change to a generic background block just in time for the character sprite to appear. An added benefit of this technique is that it avoids pop-in, allowing the entire scene to fade in at the same time. One more advantage: when it comes to laying down links in Integrator, this way you can see exactly what you're doing. No guesswork!