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Thread: Mini map Help

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    Mini map Help

    Hello everyone.

    I'v been making a RPG game for a few months now and its all going pretty good. I'm having a problem with my mini map though.

    Atm i have to take multiple screen shots of my frame at 25% view and paste them into paint and edit into one big picture. That gives a view of the entire frame which is aproximatly 200 pixels wide (i call this object the map).

    Then i set for example the players dot (on the minimap) to
    X( "map" )+(X( "player 1" )/(Frame Width/(X Right( "map" )-X Left( "map" ))))

    I do the same for Y.
    Only problem is that this dosent look very good
    The map is all blury because iv taken a huge image and made it very small.
    The dots on the minimap look fine and are pretty accurate.

    So does anyone know a way to make a good minimap for a RPG game?
    I can post a example if noone understands what im saying

    Thanks for the help, Dylan.


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    Re: Mini map Help

    It depends on lots of things. for example how the map is stored. but if you have a protocol for loading the maps i would suggest making another which loads sections which look nicer per size...

    or you could just blur a little to reduce aliasing.

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    Re: Mini map Help

    Thanks for the reply.

    The map is just a active object, with other active objects over it for the dots representing the player and monsters.

    I was thinking of maybe seperating it into smaller parts but i'm not sure of the coding for that. Only idea i have is it loading smaller parts of the map but that would mean the map would suddenly change (not scrolling) and have to become visible when overlaping another object or something.

    I don't get what you mean blur alittle?=(

    Thanks for the speedy reply
    Dylan.


    Edit: This is what the minimap looks like, the red dot is the player. As you can see it is very blurry..

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    Re: Mini map Help

    when a graphic is shrunk you lose the in between pixes and colors seem to suddenly change, so if you blur the map a little it will look more natural.

    you can do this then import it into mmf.

    or if you have up to date HWA and the shader bonus pack there is a blur function built right in.

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    Re: Mini map Help

    Is it possible to blur the image in paint? I'm not sure how to do it lol =/

    Thanks for the help so far SEELE really appreciate it.

    Edit: I'v been trying to think of a way to have a large active object only become visible in some parts .
    or
    have a map which will create objects like trees and monsters on a map when you go near them.
    or
    move a active object into another layer and have it behind backdrop objects.

    If anyone has a good map example or any ideas to have a high quality map on a topview down RPG game please post
    Probaly wont be back for a few hours.
    Thanks again, Dylan.

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    Re: Mini map Help

    All of these Functions Are very possible
    I would probably use a sub app which scrolls around and contains all your mini map information.

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    Re: Mini map Help

    Thanks for the reply.

    I'v been fiddling around with the sub application objects and made allot of progress.
    Got a problem though, It seems that the global values are not sharing between the applications properly.
    Do i need a sub application object in the application that is just the map?
    I have ticked "share global values between parent application" ticked.
    I'm trying to set global Y in my main application to the X coordinate of the player and Global Z to the Y coordinate. Then using that make the players dot move on the mini map.

    Couldn't find any tutorials on sub applications, so im hoping you guys can help = )

    So basicly, do i need to set the players coordinates to global values, how do i share global values over applications and do i need a sub application object in both applications.


    Thanks, Dylan.

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    Re: Mini map Help

    That sounds fine however it seems like x=x and y=y would be far simpler.

    If sharing is not working it cauld be cause you using the action set global value on the actual sub app when shared is turned off or that you are chaning the global value via special object without shared turned on.

    Mess with it a little and if you can'g get it to work post in an hour (when im home) and i'll make you an example. Good luck :grin:

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    Re: Mini map Help

    Sorry for not replying, was working on the 20 events or less contest = )

    I think iv moved away from the sub app idea, and moved towards the layer idea. I was thinking of making a map object which is 3-4 times bigger then the map im currently using (therefore making it look better cause less squished). I need a active object to move behind backdrop objects in the first layer, but i cant figure out how to do this.I was looking at the layer object but i cant figure that out.

    Basically i need a active object that is half invisible(or behind a layer) but still visible when it scrolls (so it's like focused on the player dot and when it moves so does the map).
    I'm really stumped on this and i hope you guys can help = )
    Maybe a sub application is the right way to go? see how confused i am lol.
    If you cant understand what im trying to say just ask.

    Thanks guys, Dylan.

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    Re: Mini map Help

    hehe, i am also in the 20-events or less competition.

    go to >view>layers and enable it.

    then create a new layer in the window which apper's and move it below your main playing layer.

    keep in mind that standard rendering is exteamly limted by layers even 1 extra layer will have performance effects, and concidering the 20 event contest dosent allow HWA it seems relevent.

    I am personally finding this really anoying, since non hwa seems soo outdated and hard to use.

    Best of luck in the contest :grin:

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