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Thread: Minimaps?

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    Minimaps?

    So I am designing a dungeon-diving game, with (essentially) randomly generated dungeon floors. The floors will likely be 60x60, and I would like to design a minimap that is unrevealed as a player walks over the tile. My issue is that, with such a large size and dynamic layout, I cannot come up with a reasonable way of accomplishing this, as I doubt 3600 active objects is a great idea. Is something like this possible with a layering tool and pasting objects into the background? I am unclear how the layers objects works to begin with so this would be a great time to learn!

    Thanks!!

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    Re: Minimaps?

    Wow I could give you some info but I am afraid I would mislead you. There is a mini map object that works well and that may help and in many cases, from what I can remember about my small amount of game dev, you can paste an active object in to the background using the animation option. Layers help me to organize my development environment as well as help to organize your objects during runtime. If I remember correctly, 2 objects must be on the same layer to detect collision though.

    I don't know if this helps but I hate when I post and get no response at all so I thought I would chime in.

    Have a great day.
    K

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    Re: Minimaps?

    I currently have the trial version of MMF2 and the minimap object wouldn't install (says its invalid).

    My issue would be fixed if "paste into background" could be used to paste into another layer, as I can create a layer above my game and set its scrolling to 0. I can also make it behind my game and things will paste correctly, but then my map is covered by everything in the actual game.

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    Re: Minimaps?

    I don't know much about the limits of the trial version. I use the Dev version. sorry

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