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Home > Tutorials > RPG Maker VX > 0.Creating a Functional Mini-Map using Events

0.Creating a Functional Mini-Map using Events


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:

    Color detail Mini-map
    Mini-map IS what map you're on
    Can change the cursor color
    Can change the Mini-map's opacity
    Can change the Cursor's opacity
    Each map has it's own unique Mini-map
    Can turn it on and off easily

Cons:

    Need a ton of screenshot images for high map quantity games
    Can sometimes be a little small



[NOTE: YOU MUST FIX THE SCRIPT GAME_INTERPRETER FOR THIS TO WORK; THE DEMO INCLUDES THE FIXED SCRIPT]


SCREENSHOT:
Spoiler:

picture



PREREQUISITES:
STEP I:
Spoiler:


Create 2 Variables:

    Name the first variable:

Quote:
Player X

    Name the second variable:

Quote:
Player Y



Create 2 Switches:

    Name the first switch:

Quote:
Cursor [or Cursor On]

    Name the second switch:

Quote:
MiniMap Off




STEP II:
Spoiler:


    Create and finish a map.
    Zoom out to 1/8 view in the editor.


picture




STEP III:
Spoiler:


    Take a screenshot of your map from the editor's view.
    Crop the image using an image editing program like MSPaint.


picture

    Save this image as something you will recognize as THIS map.




STEP IV:
Spoiler:


    Open an image editing program. [I prefer MSPaint for this.]
    Create an image that is 2x2 pixels.
    Color it any color you want that you think will stand out most against your maps.


It's there. Can you see it!?

- -> picture <--

    Save that cursor image as:

Quote:
Cursor.png




STEP V:
Spoiler:


    Open your game editor
    Open the resource editor
    Select the folder:

Quote:
Graphics/Pictures

    Import your newly created map and cursor [NOTE: You'll need to import all of your map screenshots and designate each 'in-game' map with the corresponding image]


picture



STEP VI:
Spoiler:


    When you import images anywhere, you'll be given the option to choose 2 colors; One is full transparency and the other is semi-transparency
    When selecting the transparencies for your maps, leave them both black by selecting Clear by each box


picture

    When selecting the transparencies for your cursor, zoom in using the x4 zoom tool in the upper right hand corner
    Leave the full-transparency black; Clear it
    Right-click on the cursor to make it semi-transparent [NOTE: This is optional whether you want the cursor to be slightly transparent or fully opaque]


picture



THE MEAT:
STEP I:
Spoiler:


    Open your Database
    Select the Common Events tab
    Create a new Common Event
    Name it:

Quote:
Cursor

    Select its trigger as a [Parallel Process]
    Select your "Cursor" switch that you created earlier for your condition switch here


picture

    [NOTE: Use the above image as a reference if you run into trouble]




STEP II:
Spoiler:


    Create a new event command in this window pane
    Select "Show Picture" from the Second Page tab


picture

    Select it's "Number" as "2"
    Choose the "Picture Graphic" that you saved as "Cursor.png"
    Check its "Display Postion / Origin" as "Center"
    Check "Variable"
    Select "X:" as your "Player X" variable that you created earlier
    Select "Y:" as your "Player Y" variable that you created earlier
    Keep "Blending / Opacity" at "255" [NOTE: If you did not change the cursor to semi-transparent when you first imported it, you can manually change it from this option]


picture



STEP III:
Spoiler:


    Create a new event command in this window pane
    Select "Control Variables..." from the First Page tab


picture

    Check "Single"
    Select the "Player X" variable that you created earlier
    The "Operation" must be checked as "Set"
    The "Operand" must be checked as "Character"
    Select "Player" 's
    Select "Map X"


picture

    [Note:This sequence means that this variable is equal to your player's X coordinate on the map they are in]




STEP IV:
Spoiler:


    Create a new event command in this window pane
    Select "Control Variables..." from the First Page tab


picture

    Check "Single"
    Select the "Player X" variable that you created earlier
    The "Operation" must be checked as "Mul"
    The "Operand" must be checked as "Constant"
    Select "2"




STEP V:
Spoiler:


    Create a new event command in this window pane
    Select "Control Variables..." from the First Page tab


picture

    Check "Single"
    Select the "Player X" variable that you created earlier
    The "Operation" must be checked as "Add"
    The "Operand" must be checked as "Constant"
    Select "2"


picture



STEP VI:
Spoiler:


    Repeat Steps:

Quote:
III through V

    Any instance of X MUST be rewritten as Y:

Quote:
Variable: Player X --> Player Y
Character: Map X --> Map Y

    All "Operations" and "Operands" stay the same




MARKING THE MAPS:
STEP I:
Spoiler:


    Go back to the editor
    Go to the Events editor
    Right-click on the map and create a new Event
    Name the event:

Quote:
Minimap On

    Set its "Priority" as:

Quote:
Below Characters

    Set its "Trigger" as:

Quote:
Parallel Process


picture



STEP II:
Spoiler:


    Create a new event command in this window pane
    Select "Show Picture" from the Second Page tab


picture

    Select its "Number" as "1"
    Choose the "Picture Graphic" that corresponds to your map; in this tutorial it is "Map1"
    Check its "Display Postion / Origin" as "Upper Left"
    Check "Constant"
    Set "X:" as "2"
    Set "Y:" as "2"
    Under "Zoom / Width %", select "50"
    Under "Zoom / Height %", select "50"
    Keep "Blending / Opacity" at "255" [NOTE: You can change the opacity of the actual Mini-map here; Lower the number, the more transparent the Mini-map will]


picture



STEP III:
Spoiler:


    Create a new event command in this window pane
    Select "Control Switches..." from the First Page tab


picture

    Check "Single" and select the SAME switch you used in the Common Event's Condition Switch, which should be "Cursor"
    The "Operation" must be checked "ON"


picture



STEP IV:
Spoiler:


    Create a NEW EVENT PAGE
    On that new page, check either "Switch" under the "Conditions"
    Leave the "List of Event Commands" empty


picture



STEP V:
Spoiler:


    Press "Ok" or "Apply" and close the event
    Move the event anywhere on your map out of the way

    Copy and Paste this event to every map that will use a Mini-Map; Change only the picture file that is displayed

    Open the Demo to look at how the "Teleport" events are tweaked.

    Test Play!




DOWNLOAD DEMO:
Spoiler:


[NOTE: YOU MUST FIX THE SCRIPT GAME_INTERPRETER FOR THIS TO WORK; THE DEMO INCLUDES THE FIXED SCRIPT]

VX_Minimap_Demo



CREDITS:
Spoiler:


Kipe - His original XP Mini Map Tutorial
Grafikal007 - Modifications and Fixes included for VX conversion, and a freakin' awesome/organized Tutorial here :P
Maia - For finding the VX Script variable errors
Modern Algebra - For Fixing the VX Script variable errors


Details
Tutorial: 0.Creating a Functional Mini-Map using Events
Date Listed: 2008-08-10
Author: grafikal007
Total Hits: 19184


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