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Aug 8 2008, 01:02 PM
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#1
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![]() Type: Undisclosed |
Creating a Mini-Map in VX
TUTORIAL BY: Grafikal007 Precredit to: Kipe [I couldn't of had converted this to VX without his XP tut for this.] PURPOSE: As the topic title suggests, this tutorial will teach you how to create a FULLY fuctional mini-map for your game. Pros:
[li]Mini-map IS what map you're on[/li] [li]Can change the cursor color[/li] [li]Can change the Mini-map's opacity[/li] [li]Can change the Cursor's opacity[/li] [li]Each map has it's own unique Mini-map[/li] [li]Can turn it on and off easily[/li] Cons:
[li]Can sometimes be a little small[/li] [NOTE: YOU MUST FIX THE SCRIPT GAME_INTERPRETER FOR THIS TO WORK; THE DEMO INCLUDES THE FIXED SCRIPT] SCREENSHOT: » Click to show Spoiler - click again to hide... « PREREQUISITES: STEP I: » Click to show Spoiler - click again to hide... « STEP II: » Click to show Spoiler - click again to hide... « STEP III: » Click to show Spoiler - click again to hide... « STEP IV: » Click to show Spoiler - click again to hide... « STEP V: » Click to show Spoiler - click again to hide... « STEP VI: » Click to show Spoiler - click again to hide... « THE MEAT: STEP I: » Click to show Spoiler - click again to hide... « STEP II: » Click to show Spoiler - click again to hide... « STEP III: » Click to show Spoiler - click again to hide... « STEP IV: » Click to show Spoiler - click again to hide... « STEP V: » Click to show Spoiler - click again to hide... « STEP VI: » Click to show Spoiler - click again to hide... « MARKING THE MAPS: STEP I: » Click to show Spoiler - click again to hide... « STEP II: » Click to show Spoiler - click again to hide... « STEP III: » Click to show Spoiler - click again to hide... « STEP IV: » Click to show Spoiler - click again to hide... « STEP V: » Click to show Spoiler - click again to hide... « DOWNLOAD DEMO: » Click to show Spoiler - click again to hide... « CREDITS: » Click to show Spoiler - click again to hide... «
This post has been edited by Grafikal007: Aug 8 2008, 01:09 PM -------------------- ![]() RPGMaker XP-VX Resource Artist. Excels in Icons, Sprites, Titlepages, Gameovers, and Tileset creation. Can edit just about anything. |
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Aug 8 2008, 02:03 PM
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#2
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![]() Just me right now. ![]() |
Ah! This will help alot of peope with their games!
Thanks for the tut This post has been edited by DaRkGeNz: Aug 8 2008, 06:33 PM -------------------- YamiGenzu-kun
QUOTE (SBS) READ THE DAMN STICKY!!! ![]() Post for help at the help/support section, but read the sticky's first! |
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Aug 8 2008, 09:19 PM
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#3
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![]() Type: Undisclosed |
-------------------- ![]() RPGMaker XP-VX Resource Artist. Excels in Icons, Sprites, Titlepages, Gameovers, and Tileset creation. Can edit just about anything. |
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Aug 9 2008, 12:21 AM
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#4
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![]() <insert member title here bleep> ![]() |
lol
Great tut, grafikal. -------------------- |
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Aug 10 2008, 12:51 PM
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#5
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![]() ![]() Type: Artist Alignment: Neutral Good |
strange question, but what's a mini-map good for anyway?
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Aug 14 2008, 05:44 AM
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#6
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![]() Type: Undisclosed |
strange question, but what's a mini-map good for anyway? Um. It's good for noting your position on a map on a smaller scale I suppose. It's kind of something a lot of games use now a days. There're scripts out there better than this, but this is for the eventers out there. This post has been edited by Grafikal007: Aug 14 2008, 05:45 AM -------------------- ![]() RPGMaker XP-VX Resource Artist. Excels in Icons, Sprites, Titlepages, Gameovers, and Tileset creation. Can edit just about anything. |
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Aug 15 2008, 10:12 PM
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#7
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![]() Chief Editor ![]() Type: Writer Alignment: Lawful Evil |
This one goes out to eventers such as myself... this is nicely done. It's clean (in terms of the eventing), uses few switches and variables, and generally does what it needs to. Perhaps I'll load this up in VX and play around with it... there are certainly other things that you can do with this mini map considering the small number of events used to create it. There's nothing more fun than messing around with things.
Anyway, this is a good tutorial. Relatively straight-forward, and not a difficult read for anyone who understands all of the basic concepts you've used here (event pages, switches, variables, and pictures). Nice work. -------------------- ![]() |
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Aug 16 2008, 12:40 AM
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#8
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![]() Shadow Demon ![]() Type: Artist Alignment: Chaotic Good |
umm, i have a quick question. what if your world map is like, really huge?? how do you get the picture for it?? cause my world map is like 300x300
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Aug 16 2008, 12:54 AM
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#9
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![]() Type: Undisclosed |
umm, i have a quick question. what if your world map is like, really huge?? how do you get the picture for it?? cause my world map is like 300x300 I've thought about that issue. As well as 'What if my maps are too small?' It's easily fixed if you know the math. I just haven't put the time into figuring it out yet. As a standard, as seen in Step 1 of "The Meat:", the variable position of the cursor is X,Y:x2 and +2. It's how the cursor finds itself way up in the corner. Now to change such a problem, for instance a map that is too large, you would format the image to a smaller size after the 1/8 view. When doing this, try resizing proportionally. That way, the math in the variables is likely to also change proportionally. Which way? Do the numbers get larger or smaller? I'm unsure, as I haven't tested this yet. If you issue is a map that when resized in the 1/8 view of the editor is STILL out of full sight, then 1: GOD DAMN THAT IS BIG, and 2: You will need to screenshot it once, then again with the other parts of the map and seamlessly as possible combine all the images into one THEN import it into the resources editor. Then do what I was talking about just above if your map is too large. If, for instance, your map were too small, then you would do the opposite. You would increase the map image size and then play with the variable digits. If you don't want to lose resolution in increasing the image size, instead of a 1/8 image view, try out 1/4. (That's 2 times larger, so the numbers would be either doubled or halved, I'm unsure at this time.) All in all, it's about resizing your image proportionally so that you can try your best to retain an integer value when you then proportionally change the values for the variables. Also, if a map is increased in size [if incase it were too small as a mini-map] then you would also need to increase the size of the cursor. That can be directly edited from the common event by changing its size. In the tutorial it's 100%, 100%. If you need it bigger for a map, it would too proportionally increase. Say for instance 150%, 150% would increase the cursor's size by 1/4. I hope this helps. Sorry for not knowing the EXACT answer here. -------------------- ![]() RPGMaker XP-VX Resource Artist. Excels in Icons, Sprites, Titlepages, Gameovers, and Tileset creation. Can edit just about anything. |
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