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Creating a Mini Map Without using Scripts


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#1 Virus

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Posted 20 July 2012 - 11:33 AM

This tutorial was originally created by Grafikal

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Pros:
  • Color detailed minimap
  • Can change the cursor color
  • Can change the minimap's opacity
  • Can change the cursor's opacity
  • Each map has it's own unique minimap
  • Can turn it on and off easily
Cons:
  • Needs a ton of screenshot images for high map quantity games
  • Can sometimes be a little small
STEP 1:

Create 2 Variables:
  • Name the first variable: Player X
  • Name the second variable: Player Y

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Create 2 Switches:
  • Name the first switch: Cursor
  • Name the second switch: MiniMap Off

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STEP 2:
  • Create and finish a map.



  • Zoom out to 1/8 view in the editor.

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STEP 3:
  • Take a screenshot of your map from the editor's view.



  • Crop the image using an image editing program like MSPaint.

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[You should save this under a name you would know as THIS map


STEP 4:
  • 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!?

- -> Posted Image <--

Save that cursor image as: Cursor.png


STEP 5:
  • Open your game editor



  • Open the resource editor



  • Select the folder:

    Graphics/Pictures




  • Import your newly created map and cursor



Posted Image

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


STEP 6:
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







Posted Image


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 by clearing it.



  • Right-click on the cursor to make it semi-transparent [This is optional whether you want the cursor to be slightly transparent or fully opaque]

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STEP 7:
  • Open your Database



  • Select the Common Events tab



  • Create a new Common Event



  • Name it:Cursor



  • Select its trigger as a [Parallel Process]



  • Select your "Cursor" switch that you created earlier for your condition switch here

Posted Image

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


STEP 8:


  • Create a new event command in this window pane



  • Select "Show Picture" from the Second Page tab

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  • 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" [If you didnt change the cursor to semi-transparent when you first imported it, you can manually change it from this option]

Posted Image


STEP 9:
  • Create a new event command in this window pane



  • Select "Control Variables" from the First Page tab

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  • Check "Single"


  • Select the "Player X" variable that you created earlier


  • The "Operation" must be checked as "Set"


  • The "Operand" must be checked as "Game Data"


  • From Game Data
  • Check "Character" and then select "Player"'s
  • Select "Map X"

Posted Image

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


STEP 10:
  • Create a new event command in this window pane


  • Select "Control Variables" from the First Page tab

Posted Image

  • 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"

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STEP 11:
  • Create a new event command in this window pane

  • Select "Control Variables" from the First Page tab

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  • 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"


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STEP 12:

Repeat Steps:9 though 11
Any instance of X MUST be rewritten as Y:



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

All "Operations" and "Operands" stay the same

STEP 12:
  • Go back to the editor
  • Go to the Events editor
  • Right-click on the map and create a new Event
  • Name the event: Minimap On
  • Set its "Priority" as: Below Characters
  • Set its "Trigger" as:Parallel Process

Posted Image


STEP I3:
  • Create a new event command in this window pane
  • Select "Show Picture" from the Second Page tab

Posted Image

  • Select its "Number" as "1"
  • Choose the "Picture Graphic" that corresponds to your map; in this tutorial it is "Minimap"
  • 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]

Posted Image


STEP I4:
  • Create a new event command in this window pane
  • Select "Control Switches" from the First Page tab

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  • 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"

Posted Image

STEP 15:
  • Create a NEW EVENT PAGE
  • On that new page, check either "Switch" under the "Conditions"
  • Leave the "List of Event Commands" empty

Posted Image


LAST STEP!:
  • 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
  • Test Play!

DOWNLOAD DEMO:

Of course im just such as nice guy that I even created a demo so you can experience what it looks like and how it works first hand before your decide if its worth it or not. Hope you enjoy!

http://www.mediafire...dya8vchzbdy1w11


Edited by Virus, 04 December 2012 - 07:04 AM.


#2 Tsukihime

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Posted 20 July 2012 - 12:22 PM

Oh, so just update the position of the cursor constantly. A good trick.
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#3 The Passive Lion

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Posted 20 July 2012 - 01:48 PM

This tutorial is absolutely brilliant!

I never would have thought that this could be done through events but now I know more than ever, just about anything is possible in RMVXA if you put your mind to it.

Good job! ;)

#4 heartbreak61

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Posted 21 July 2012 - 12:15 AM

AWESOME!!
XDDDD

This one really deserve a 5 star lol...

one does not simply make a game...


#5 anialater

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Posted 31 July 2012 - 11:11 AM

My map image actually doesnt show my oppacity is on 230 only my cursor shows

#6 Virus

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Posted 31 July 2012 - 04:18 PM

My map image actually doesnt show my oppacity is on 230 only my cursor shows


Can you upload an image of the problem your facing

#7 wharmychippy

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Posted 04 August 2012 - 04:11 PM

Just got done using your tutorial and just wanted to thank you for it! Very well written and such a great idea :)!! Thanks again!

#8 ninjalex

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Posted 15 August 2012 - 08:03 PM

Looks Awesome! I might use it.

#9 Elixia

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Posted 07 September 2012 - 11:24 PM

Wow this an alternative if we don't want to use some scripts to implement it, right?
Very creative and it's has nice tutorial step by step too, I may not need it now but I already bookmarked it if someday I will need it.
Thanks for the tutorial~
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#10 Virus

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Posted 03 December 2012 - 08:56 AM

updated*

#11 Shim

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Posted 03 December 2012 - 06:03 PM

Thank you for this tutorial really helped me out :D

#12 Pure_Evil_Badass_Hero_Carl

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Posted 04 December 2012 - 03:10 AM

Wah That's Cool But I'm to lazy to do that well maybe one day ill do that

#13 Aelita

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Posted 04 December 2012 - 03:44 AM

This tutorial looks dangerously close to the one Grafikal did: http://rmrk.net/inde...ic,28850.0.html
I hope you're gonna give credit if it inspired you ;)

#14 Xypher

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Posted 04 December 2012 - 03:52 AM

Most of this tutorial seems to have been copy-pasted directly

#15 Virus

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Posted 04 December 2012 - 06:09 AM

This tutorial looks dangerously close to the one Grafikal did: http://rmrk.net/inde...ic,28850.0.html I hope you're gonna give credit if it inspired you ;)/>/>

Most of this tutorial seems to have been copy-pasted directly


The tutorial was actually given permission to me to recreate this for vx ace over at http://www.rpgrevolution.com

http://www.rpgrevolu...events_168.html

IF need be ill be surely more then happy to show proof.

please not i did not claim this as my own because im not stupid as such

But your right, credit will be given to him

Edited by Virus, 04 December 2012 - 07:01 AM.


#16 DuckiePlucky

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Posted 04 December 2012 - 02:22 PM

Just what I need, seriously all RPGs need a minimap so, nobody doesn't get lost too much! :D

Hmm... question... is there a way to put where treasure chests are located at in a dungeon like when you enter a room and you turn on the minimap how do you make it show where the treasure chests are in said room without it screwing up the postion of where the player is at? :o

Edited by DuckiePlucky, 12 December 2012 - 11:08 AM.


#17 Aelita

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Posted 11 December 2012 - 07:46 AM

I do not need proof that you were given permission to repost this, you should provide it here anyway just so that people don't get the wrong idea like I did

#18 Levi Stepp

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Posted 11 December 2012 - 10:10 AM

This tutorial is absolutely brilliant!

I never would have thought that this could be done through events but now I know more than ever, just about anything is possible in RMVXA if you put your mind to it.

Good job! ;)

I believe you can use events just as effective as Scripts, I mean look at some of the nice battle systems for RPG Maker 2000/2003.
Those were all event's.

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#19 Holyniwa

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Posted 23 December 2012 - 04:12 PM

Very fun tut, though i had problems turning it off when i went indoors, for i didn't want a minimap in doors. (not understanding how images # works, didn't help any) but ya, finally got it to update new maps per zone and turn off in buildings through some tweaking. thanks!!! :)



#20 Infinity Thief

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Posted 30 December 2012 - 09:19 PM

How have I never thought of this. I've been working with events only since VX but that right there is genious. I may have to us this instead of a script. Gives a little more of a personal touch and you feel more achieved afterwords. Thanks for the great tut.


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