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 Charlie's Mini-Map Extended
#1
Charlie's Mini-Map Extended
Version 2.1
Based on the 'Passability Mini-map by Charlie Fleed v 0.4.4"




Introduction
Plenty and in the script.


Cached Folders:
Of the graphics used by the script, the Event's sprites and the mini-map's optional background image are stored within the Graphics\PassObjs folder.  Both this and the Graphics\Passmaps folder can be encrypted with the rest of your encrypted/compressed game.


Map-Size Limitations:
The size of the generated/used map is limited to the maximum image size that RPGMaker XP can use. Under normal circumstances, you should have absolutely no problem as the maximum size is roughly 12,000 x 12,000 pixel size. But the system, if used with the BIG MAPS system by DerVVulfman, you will be limited. The largest minimap you can generate can cover a 'Big Map' that is 2,500 tiles across and 2,500 tiles deep. That is a big map, certainly larger than the default 500x500 size you're normally limited. But it is a limit none-the-less.



Part 1: Header and Configuration
Part 2: The Main Engine



Credits and Thanks

Obvious thanks to Charlie Fleed for the original version.  Credits also go to Wheeler for the original November 2006 system that generates PNG files, his identity at the time unknown.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]

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#2
Patches
Well, I couldn't just stop there. I had to make a little ... extra.
Use The Charlie Mini-Map / Dynamic Maps Patch if this script is in use with Dynamic Maps Expanded.

For those who use Spriteset shots of the map as a background to various systems, be they menus or Battlebacks that have the map visible, this patch hides the mini-map itself. It is for use with Charlie's Mini-Map Extended ver 1.8+.
Spriteset Patch

The below script is not really for the game, but for use by YOU when making minimaps for distribution. It doesn't change the system, but it does tell you how far along the maps are when being generated.
Progress Display Window
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#3
Code:
def setup_zoom_test(map_id)
    name      = load_data("Data/MapInfos.rxdata")[map_id].name_cfpmm
    name_len  = (load_data("Data/MapInfos.rxdata")[map_id].name).length

I think it should be...

Code:
def setup_zoom_test(map_id)
    infos = load_data("Data/MapInfos.rxdata")[map_id]
    name      = infos.name_cfpmm
    name_len  = infos.name.length
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX
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#4
(06-05-2020, 03:47 AM)kyonides Wrote: I think it should be...
"Just because you can doesn’t mean you should." - Marloes deVries
"Let us redefine progress to mean that just because we can do a thing, it does not necessarily mean we must do that thing." - President of the Federation (Star Trek IV: The Undiscovered Country)

In that, there is neither a syntax nor logical error within that code. The correction you are proposing is purely your preferential coding practice, and your suggestion neither corrects an error nor change the end result in any way.

Now, something about the actual mini-map script I should say. Generating a map takes time. Small maps take nearly no time at all. Generating mediocre maps of 75 x 100 tiles may be noticeable. A grandiose 500x500 tile map will certainly pause the screen for a moment. And if we're talking a BIG MAPS chained series of maps? Whoo boy!

When it saves a generated map, the resulting png file saved within the Graphics\Passmaps folder will have the ID number of the map attached. This is not true for BIG MAPS maps. Instead, it uses the key of the map series. My script shows the development of a 3x3 map set with a key of 'F'. Well, that means the generated mini-map will instead have the 'F' in its filename instead of a numeric map ID.

This, I felt should be known for anyone wishing to do touch-up on their maps.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]

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#5
Wulfo Wrote:In that, there is neither a syntax nor logical error within that code. The correction you are proposing is purely your preferential coding practice, and your suggestion neither corrects an error nor change the end result in any way.

Nope, it's not just coding practice but a good method to let others learn what you're doing and why you're doing it. (Plus it's the Ruby way since Rubyists don't tend to method chain stuff like you did twice.) I thought you cared about teaching the younglings about that kind of stuff so following my example is beneficial for them. I humbly ask you to reconsider it.

Does the script save a real size map or a miniature? O_o?
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX
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#6
(06-05-2020, 08:10 PM)kyonides Wrote: I thought you cared about teaching the younglings about that kind of stuff so following my example is beneficial for them. I humbly ask you to reconsider it
Actually, I do care about teaching younger scripters, which is why I follow certain guidelines which includes providing detailed comments throughout the code, that and providing various styles of entry. In certain sections, I do provide examples of splitting methods into smaller blocks, and in others I do not. However, it is funny that someone who loathes receiving advice when they have a bug likes to appear in another's thread for criticism when no coding error appears.
.
(06-05-2020, 08:10 PM)kyonides Wrote: Does the script save a real size map or a miniature? O_o?
It provides a scaled down version of the map. In the instance of a map of 1600x1600 tiles in size (or 51200px x 51200px), the map is rendered as a 6400x6400 image.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]

Reply
#7
BUMP
to version 1.1

I altered the feature that lets you select individual zoom settings per map, and now added a feature where you can tag maps that never have mini-maps.

I also changed the initial setup of the system, allowing the game developer to specify if the minimaps are visible by default or turned off by default.  Either way, you may still use the script calls of 'hide_passmaps' and 'show_passmaps' to hide/show the mini-map.

Just a friendly reminder, this visibility option takes precedent over the RMXP Switch On/Off option.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]

Reply
#8
BUMP
to version 1.2

Now added to the system is the ability to have your event sprites in the minimap depict a facing direction!

Typically, you would have sprites in your game such as a round red circle within a 6x6 pixel image having the name of 'Enemy'. A simple image to be sure, and one that doesn't care about the event's facing direction. But now, you can make another type of sprite.

You can make an event (such as the player) display its facing direction by assigning it a sprite graphic that is 4-times wider than its height. This allows the sprite to have 4 equal-sized frames, each denoting a facing direction. The first frame depicts the event facing up, the second left, the third right and the fourth facing down.

This is basically the same kind of system used by Selwyn's Mini-Map which he used for the player sprite. But the mechanics for event sprites is global. So you may set it up for the Player, Enemies, NPCs, a cat, a dog, that fern in the vase over there... whatever.

So now the choice is yours. You can set the player to have a single-framed sprite, the enemies to be 4-framed, the treasure chest to be single framed...

Have fun!
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]

Reply
#9
BUMP
to version 1.3

The patch I wrote so the Charlie Mini-Map system can work with BIG MAPS is now fully integrated into the code.  It auto-detects and works fine as long as this script is BELOW the BIG MAP system.

Also, I noted that there is a maximum size limit for any map (or BigMap).  No map larger than 2500x2500 in tiles can be handled.  Heh, that's pretty large anyway.

And finally, the patch in the main page is now a user's tool.  Paste it into your demo when making the mini-maps and it will tell you your progress for that particular map, first as it obtains the map data and then generating the actual map image.


Hey, it beats not knowing, right?
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]

Reply
#10
BUMP
to version 1.4

EXCELSIOR!!! Nerd

If you had a lot of events on your map, your minimap initially tracked every single one of them.  And this could have slowed down your game.  Anti-Lag systems affect maps and the map spriteset system, but they do not affect mini-maps which process such within their own systems.

But now, Charlie's Mini-Map Extended has a built-in anti-lag to handle massive amounts of map events.  This anti-lag even works with BIG MAPS and can eliminate lag even when handling 4000 events. 

This is a major breakthrough for anyone who wishes to fill their maps with events of all types and were worried about game slowdown.

Enjoy!

Now to enjoy some ramen.  Ramen
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]

Reply


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