![]() It takes a bit of time to load for me but it's only a few seconds nothing too crazy running off my HDD. Even for a big map (103x56, equal to 4944x2688) where each layer can range from 2mb (lighting) to 13mb (base layer), while also having a layer of animated water with 12 frames and several 32 frame doodads, which does seem extensive but the only difference between that map and an empty map that use the world tileset is the load time. ![]() The game can't use BMP, but BMP has no compression so the filesize of a BMP picture tells you how much RAM it needs to be loaded.įrom my own experience with parallax mapping, RAM consumption from my own testing is usually negligible. To really understand what numbers the RAM needs, make a test and store the pictures of your biggest map as BMP. That is why we usually suggest that maps for mobile deployment should be a maximum of 50x50 tiles equivalent, and for full computers a maximum of 150x150 tile equivalent for good computers. On the other hand, for a working map only the pictures on that map need to be loaded, so the number of files for other maps does not matter.īut the size of the map matters, because uncompressed the larger the map the larger the pictures are. To work and use any picture it needs to be uncompressed in RAM, and pictures without compression are much larger than the compressed storage size on your harddrive. What is really important for parallaxing is not the storage size, but the RAM-Size. Those never affect the game speed (not until they are large enough to cause many other problems as well), but only download size.Īnd most current players and computers have no problems downloading GB-sized games. What you have above are the file sizes for storage on the harddrive. Yeah, the error you spotted because I share an old screenshot, but actually I had fixed that.Īnd it seems that you missed a more important size number in your calculations. Woah I just know that we can do that by shift + click mapping. The Before version feels lack of something from what I think, doesn't it? Can we achieve this kind of graphic without parallax mapping? What do you think the method Kan Gao uses for his games, like To the Moon series?Įven it's a basic map, the player will spent around 5 minutes there to solve boxes puzzle (push and pull) as well as grab key on top of the cabinet. The inspiration came from The Mirror Lied from one of Kan Gao's games. I made a parallax in order to make the map/scene looks interesting and can attract the players, also for emotion/feeling. But the overall file is still around 1 mb. But yes, I can make the shadow of objects merge on base file. The shadow file, I made them separated because it is the shadows of the objects, it will be below character while shading is above. For turning lamp on and off, I need 2 shading files in order to achieve that (shading and shading-lamp). Maybe I can merge the light file (light of window) to shading file. I made them separated so I can manage them easier. But maybe there is a guide for this.Ĭlick to expand.Hi, thank you very much for your thought. How much size will be good for an overall game? I know it depends on the game itself whether use nice graphics, a lot of scripts, or the lenght of the game. Like how much size will be good for one parallax map? How to optimize it? What I want to know is, is that any guide to follow, the best practice, thus we will not go beyond the 'goodness'? 1.2 mb size for a map, 100 map will be around 120 mb. We know that parallax mapping usage will increase the game size in overall and may cause lag in potato computers. Room1-shading-lamp.png (212 kb) > used when the lamp is turned on Room1-base.png (484 kb) > floor, wall, and objects When creating this parallax map, it produced six files, they are: Before the development process is too far, I want to plan stuffs as much as possible, so it may reduce problems in the future. Hi, I just learned how to make a Parallax Mapping.
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