Virus

Creating a Mini Map Without using Scripts

26 posts in this topic

This tutorial was originally created by Grafikal

example.png

 

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

Step1.png

 

 

Create 2 Switches:

  • Name the first switch: Cursor
  • Name the second switch: MiniMap Off

Step1b.png

 

 

STEP 2:

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

Step2.png

 

STEP 3:

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

Minimap.png

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

 

STEP 4:

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

 

It's there. Can you see it!?

 

- -> cursorcv7.png <--

Save that cursor image as: Cursor.png

 

 

STEP 5:

  1. Open your game editor
     
     
     
     
  2. Open the resource editor
     
     
     
     
  3. Select the folder:
    Graphics/Pictures
     
     
     
     
  4. Import your newly created map and cursor

 

 

 

Step4.png

[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

 

 

 

 

 

 

 

Step4b.png

 

When selecting the transparencies for your cursor, zoom in using the x4 zoom tool in the upper right hand corner

  1. Leave the full-transparency black by clearing it.
     
     
     
     
  2. 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]

Step4c.png

 

 

STEP 7:

  1. Open your Database
     
     
     
     
  2. Select the Common Events tab
     
     
     
     
  3. Create a new Common Event
     
     
     
     
  4. Name it:Cursor
     
     
     
     
  5. Select its trigger as a [Parallel Process]
     
     
     
     
  6. Select your "Cursor" switch that you created earlier for your condition switch here

 

Step7.png

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

 

STEP 8:

 

 

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

Step7b.png

  1. Select it's Number as "2"
     
     
     
     
  2. Choose the Picture Graphic that you saved as "Cursor.png "
     
     
     
     
  3. Check its "Display Postion / Origin" as "Center"
     
     
     
     
  4. Check "Variable"
     
     
     
     
  5. Select "X:" as your "Player X" variable that you created earlier
     
     
     
     
  6. Select "Y:" as your "Player Y" variable that you created earlier
     
     
     
     
  7. 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]

Step7c.png

 

STEP 9:

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

step7d.png

  1. Check "Single"
     
     
     
  2. Select the "Player X" variable that you created earlier
     
     
     
  3. The "Operation" must be checked as "Set"
     
     
     
  4. The "Operand" must be checked as "Game Data"
     
     
     
  5. From Game Data

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

Step7e.png

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

 

STEP 10:

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

 

step7d.png

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

Step8.png

 

STEP 11:

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

step7d.png

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

 

 

Step8b.png

 

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:

  1. Go back to the editor
     
  2. Go to the Events editor
     
  3. Right-click on the map and create a new Event
     
  4. Name the event: Minimap On
     
  5. Set its "Priority" as: Below Characters
     
  6. Set its "Trigger" as:Parallel Process

Step9.png

 

STEP I3:

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

Step7b.png

  1. Select its "Number" as "1"
     
  2. Choose the "Picture Graphic" that corresponds to your map; in this tutorial it is "Minimap"
     
  3. Check its "Display Postion / Origin" as "Upper Left"
     
  4. Check "Constant"
     
  5. Set "X:" as "2"
     
  6. Set "Y:" as "2"
     
  7. Under "Zoom / Width %", select "50"
     
  8. Under "Zoom / Height %", select "50"
     
  9. 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]

Step10.png

 

STEP I4:

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

Step9b.png

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

step11.png

STEP 15:

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

Step9c.png

 

LAST STEP!:

  1. Press "Ok" or "Apply" and close the event
  2. Move the event anywhere on your map out of the way
  3. Copy and Paste this event to every map that will use a Mini-Map; Change only the picture file that is displayed
  4. 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

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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! ;)

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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~

Virus likes this

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Thank you for this tutorial really helped me out :D

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This tutorial looks dangerously close to the one Grafikal did: http://rmrk.net/index.php/topic,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.rpgrevolution.com/tutorial/0.creating-a-functional-minimap-using-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

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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

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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

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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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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!!! :)

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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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Quick question, and maybe I overlooked it, I apologize if so...

 

Inside buildings (Shops for example) I do not want to display a minimap, however it brings in my towns mini-map. How do I turn off maps inside?

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Quick question, and maybe I overlooked it, I apologize if so...

 

Inside buildings (Shops for example) I do not want to display a minimap, however it brings in my towns mini-map. How do I turn off maps inside?

Simple turn off the switch

Edited by Virus

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i like this better than the script one that i have! (no idea who to credit for it) so im gonna use this!

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Thanks for you're tutoriel, i like the description with image

It's easy to put in the rpg maker

You are a good Teacher

 

i'm very new with this logiciel (rpg maker vx ace)

 

Sorry for my English (i'm french)

 

 

 

 

 

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