ID:798601
 
I am looking to make a large world, but was wondering people's views on how to go about it. I know I can use JPG or PNG in Dream Maker as turf icons, so I can canvas a large area in short periods of time. Reason I am here is once I get up to like 10 PNGs loaded in Dream Maker, put into the map, and I compile it takes like 10 minutes to finish the compile...when doing it by hand 1 16x16 turf icon at a time it doesn't take any time at all. Are there certain dimensions I should be using? The size of the images I have been using have been quite large example 340x340. You would figure Dream Seeker would have to process this request in a shorter amount of time than doing a single tiled world.

How could I go about doing LARGE areas without having to tile each 16x16 area by hand?
I'm not sure what's taking a long time to compile. If you have a lot of images they have to be compiled into the .rsc file. If you have 20 MB of images that could take a little while. If you have a 40 kB icon file that contains all the turf icons you use, it can be compiled into the .rsc much faster even though you're placing more things on the map.

Do you already have the map drawn as a large image and you want to use that as a map? Or do you want to make a large map and are considering making it as a large image (or set of large images)?

You can write code that generates maps or parts of maps for you. If you want to have a part of the map that's grassy but has large patches of dirt, you can fill that space with a single turf and, at runtime, call a proc that generates dirt patches there. That way you get the details you're looking for but don't have to spend the time editing the map by hand. Other things, like autojoining tiles, can also greatly reduce the time it takes to create a map without losing the details you want the map to have.