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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:
PREREQUISITES:
STEP I:
Spoiler:
Create 2 Variables:
Name the second variable:
Create 2 Switches:
Quote:
Cursor [or Cursor On]
STEP II:
Spoiler:
Create and finish a map.
Zoom out to 1/8 view in the editor.

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

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!?
- -> <--
Save that cursor image as:
STEP V:
Spoiler:
Open your game editor
Open the resource editor
Select the folder:
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]

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

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]

THE MEAT:
STEP I:
Spoiler:
Open your Database
Select the Common Events tab
Create a new Common Event
Name it:
Select its trigger as a [Parallel Process]
Select your "Cursor" switch that you created earlier for your condition switch here

[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

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]

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

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"

[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

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

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"

STEP VI:
Spoiler:
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:

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

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]

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

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"

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

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
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Details
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Tutorial:
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0.Creating a Functional Mini-Map using Events |
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Date Listed:
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2008-08-10 |
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Author:
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grafikal007
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Total Hits:
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19188 |
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