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View Full Version : Is this a good memory saving technique?


LilSpriteX
07-12-2005, 01:45 PM
My game takes place in a hotel. The Save Points are in the bathrooms, and all the bathrooms look identical. So, I thought it'd be smart to make one dungeon map to hold the bathroom (with identical sections on all sides for whether you're entering from the North, South, East, or West), and one long script to determine which side of the bathroom to enter, and which map to take you back to when you exit (using a variable that changes whenever you enter a map with a bathroom). Is this a smart thing to do, or would it cause problems, and is there a better way? Should I try to rotate the camera and party so that I only need one bathroom for all directions?

Also, being a hotel, I figured for reality's sake it should have identical halls for rooms (not that I'll have the player spend a lot of time there, that'd be pretty boring). For this I figured I'd make one identical hallway, with however many rooms, and a number above each door, _01, _02, _03, etc. where '_' would be an event that changed it's display depending on which floor you were currently on (put into a variable, of course). Is that a good idea? I figured it would make my hotel seem a lot bigger while not taking up too much useless space in the memory.

neobi
07-12-2005, 01:57 PM
You do realize you can use the same map over but different event placements for them if ya want just on how you use world organization. This may help in making the halls different too like you could have different object placements as well. But sounds ok, go for it!

Dungeon Warden
07-12-2005, 07:16 PM
I experimented with such ideas myself and they worked fine. If you want to save memory, there is no reason you shouldn't do it.

You could create a special enter map for the bathroom if you wanted to have the player enter the same door but have the room facing the correct direction the player was facing so it looks like he entered a different room.

Using a different World Organization is good if you want to use similar places, but want different things to happen. For example, you could make all your hotel rooms look the same, but have different guests and items in each room (i.e. change event placement).

Good luck!

WilliamKirk
07-12-2005, 08:19 PM
Have you tried placing buildings in the Object Placement yet? Try that out and see if you like it; that's probably the easiest and most memory-efficient way of doing it.