Our worldbuilding templates inspire you with prompts, AND help you keep everything in your city organized! And our interactive maps make it easy to pin information to an image – helping you keep your world connected and easy to manage. But no fear – here are 5 fantasy city map creators and generators to get you going!īy the way, if you’re not already on World Anvil, it’s the best place to create cities, settlements and geographic regions for your book or RPG campaign! (It’s won both Writers Digest awards and ENnie Gold awards, you know!) After all, they’re where you can show culture, traditions, peoples, items, plants, and animals – all in a tight space! Basically, they’re worldbuilding gold, and finding good places to make fantasy cities is tough. I think it’s because cities are the heart of settings. # Game_Character class and automatically changes sprite conditions.The best city map creator, town map builder and village map generator is the holy grail for many worldbuilders. # This sprite is used to display characters. # Esta classe é usada internamente pela classe Game_Map.Īlias :sync_with_player_ve_diagonal_move :sync_with_player # "Array." It's used within the Game_Player class. $game_player.diagonal? distance / Math.sqrt(2) : distance It's used within the Game_Followers class.Īlias :distance_per_frame_ve_diagonal_move :distance_per_frame If diagonal_enabled? & sx != 0 & sy != 1 if sx = 3 if sx > 0 & sy > = 7 if sx 0 & sy 0 & Input.dir8 % 2 != 0ĭiagonal_move_fix(Input.dir8) if need_fix? # * Alias method: turn_away_from_characterĪlias :turn_away_from_character_ve_diagonal_move :turn_away_from_character Turn_toward_character_ve_diagonal_move(character) If diagonal_enabled? & sx != 0 & sy != 1 if sx > 0 & sy 0 & sy > = 9 if sx = 0 Move_away_from_character_ve_diagonal_move(character)Īlias :turn_toward_character_ve_diagonal_move :turn_toward_character # * Alias method: move_away_from_characterĪlias :move_away_from_character_ve_diagonal_move :move_away_from_character Move_toward_position_ve_diagonal_move(x, y) Move_toward_character_ve_diagonal_move(character)Īlias :move_toward_position_ve_diagonal_move :move_toward_position If diagonal_enabled? & sx != 0 & sy != 0 & # If used with 'Victor Engine - Visual Equip' place this bellow it. # If used with 'Victor Engine - Pixel Movement' place this bellow it. # If used with 'Victor Engine - Multi Frames' place this bellow it. # Requires the script 'Victor Engine - Basic Module' v 1.16 or higher # This script allows to set diagonal movement for the player and events. # v 1.09 - 2013.01.24 > Fixed issue with pixel movement and VE_DIAGONAL_FIX # v 1.08 - 2012.08.04 > Added option for fixing blocked movement # v 1.06 - 2012.07.25 > Fixed Compatibility with Visual Equip and # v 1.05 - 2012.05.29 > Compatibility with Pixel Movement # v 1.04 - 2012.01.04 > Compatibility with Follower Control # v 1.03 - 2012.01.04 > Compatibility with Character Control If anyone would like to update the PNG writer that would be great, since I'd have to first look up how to deal with the pointer to the data section so that I can start at the correct segment of data. I'll probably go with just writing out chunks, so it doesn't crash. However, that means I would have to integrate the PNG writer with the map saver, rather than sending an image to the PNG writer. This allows me to control the amount of memory required to store the image, and since PNG natively support multiple IDAT chunks, that would work fine. I am not sure how to best address this issue.Ī good solution would be to draw the map one chunk at a time (for example, 20 rows at a time) and write it out. Ruby does not seem to like this and crashes as a result. Not a problem for modern computers these days, but still an issue.įrom (2), since it's writing it out as a single chunk, it's trying to allocate a gig of memory as a byte-string of null bytes. So from (1), we're storing a gig of data in memory. I have looked at this script again and have found why the thing crashes on large mapsġ: the entire image is created first and stored in memory.Ģ: The PNG writer currently writes out one chunk.Įach tile is 32 pixels in width and height, so the size of your image is 16000x16000.
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