SO HOW DO YOU COOL CATS AND LADIES MAKE THOSE SPLENDIRIFFIC MINI MAPS?

Posts

Pages: 1
If I were doing it, I'd just turn the actual world map (in rm2k3) into 1/8 size, resize it more in photoshop, and trace it over with a pencil tool.
What I did for mine is create a color for water and a color for land in GraphicsGale, fit to the size of my map (actual map was 450x450, mini-map was 90x90 pixels). I made it a constantly checking parallel process and every time the hero moved 5 spaces, the mini-map dot would move a space on the 90x90 picture.

With a map as large as 450x450, screen shots don't work. Gotta do it trial and error (i.e. implement the mini-map code, then airship yourself around the map to make sure the mini-map is correct). Maybe there's a more accurate way, but that worked for me.
I'm not necessarily looking for the code (yet), but how to graphically make one that actually represents the in game map.
LouisCyphre
can't make a bad game if you don't finish any games
4523
Remember that rpg2kdev executable? The one that turns map XXXX into a .bmp, based on which map number you enter? Why not just use that?
post=89783
Remember that rpg2kdev executable? The one that turns map XXXX into a .bmp, based on which map number you enter? Why not just use that?


wut
LMU2BMP

"Simply copy the tool in your project folder and run it. Then enter the ID of the map you want to save as BMP and hit enter. Then it will be saved as "Map####.bmp".

http://cherry1.ch.ohost.de/rpg2kdev.exe

Thank you very much, Neophyte! Awesome tool.

post=89783
Remember that rpg2kdev executable? The one that turns map XXXX into a .bmp, based on which map number you enter? Why not just use that?


Now that I'm actually informed enough to answer this, are you asking me why not use that to help make the minimap (in which I ask-how?), or use that in place of that mini map graphic (don't want to)?
LouisCyphre
can't make a bad game if you don't finish any games
4523
Why not just use it to get a base graphic that you can scale down into a mini-map?
Oh, that's what you meant. Yeah, that's what I've decided to do, but it's the actual procedure from there that stumps me. I'm pretty intent on getting it to look like the example (FF6 style) mini map, though!
LouisCyphre
can't make a bad game if you don't finish any games
4523


Replacing your world map tileset with this momentarily, and then running LMU2BMP should work nicely.

With blue as transparent, of course.
Someone should write a tutorial and have that chapset and program handy for download in it.
Rockstar.



Early prototype, though!
kitten2021
Returning from RMVX Death
1093
Hmm... This was actually very informative guys, I was wondering on how to do this myself as well (although I am using RMVX). Thank you very much everyone for your comments and as well for the original question! :)

Thanks,
Kitten2021
Don't cry over this Feld but weren't you the OP in that "Master RPG Maker Topic"? :P It's actually very useful!
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
You know, I always wondered how people made these in RM. I used different techniques for my games that wouldn't apply here.

And yeah, maybe you or someone else could write up a tutorial for the site dealing with this, Mog?
Yes, I'd definitely be happy to do that. I just wanted to finish up the mini map (and showcase it here for critique) before I did so, but as it stands I'm almost finished, so I can get started on that tonight. Thanks by the way, everyone who helped out!
Max McGee
with sorrow down past the fence
9159
I use the KGC Minimap script for RMVX. Problem solved.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
Hi I wrote this post on KobrasRealm a while ago. it might help you get started.
----
Here's the easiest way. I'll probably go in-depth a little more than I should, but sometimes it's good to be verbose. :P

download lmu2bmp (google it) and put it in your project directory (with all the maps). When you run the program, enter the map id of your world map. (Check map properties if you are unsure.) Press enter and find your BMP.

Now you'll need an image editor. (If you do not have one or aren't comfortable with one feel free to email me--dragonheartman at gmail dot com). But the basic idea is we need to scale this down. The best and ideal scale size is probably 1/16th of the original. That way, one space moved in the world map is equal to one pixel your cursor moves on the minimap. For larger maps or a smaller minimap, you'll need to reduce the scale a bit more, but for simplicity's sake try to do 1/16 just to get a feel for things.

Export your image as a 256 color png. If your world map is 200x200 tiles, your minimap will be 200x200px (it will take up about 50% of your screen area, but just for testing this should be okay.) Import it into RM2k/3

Now create an event on your world map. It should be parallel process. Do a show picture command, and choose an ID you haven't used. Select some coordinates that you feel is right. If you want your map on the bottom right of the screen, you'll want X at 320 - 100 (half the image size), or 220. Y should be at 240 - 100, or 140. So in the end:

Show picture:
id = 1
x = 220
y = 140
transparency = 50%

After the show picture command, do an "Erase Event" command in RM2k3 ("Clear Timer" in 2k). Test it out, because I'm not at a computer with RPG Maker installed. :)

If all is well, take a screenshot (print screen) and open up paint. Paste your map in. Zoom in to the top left pixel of your minimap and hover over it (if you are unsure, try ctrl+g for a grid). Take note of the coordinates in the bottom right area of paint (120, 40 in this example).

Now go back to RM2k/3 and open that event up we made on the world map. Delete the Erase Event/Clear timer command so you only have the show picture command. After that, store in two variables the hero's X and Y coordinates. (not the Screen X/Y, but the first two options). A good name for these variables would be "Hero X" and "Hero Y". :P

After getting these two variables, add those offset values we got earlier to them in two variable operations. For instance, Variable Operations -> Variable "Hero X" -> add -> 120. Now we show a picture at those coordinates of your small dot image that simulates where the hero is standing on the world map. (Specify your two variables "Hero X" and "Hero Y" instead of numbers.) Make sure its id is above the minimap so it appears above it.

We're almost there. Now just add a loop, and inside of that loop, we'll need to update the two variables as we did before with the hero's x and y coordinates, add that offset, and then instead of showing the picture we can make this run more smoothly with a move picture command.

All in the editor it might look something like this:


<>Show Picture #1 MiniMap (220, 140) 50% transparency
<>Variable Op ["Hero X"] Set, Hero X Coordinate
<>Variable Op ["Hero Y"] Set, Hero Y Coordinate
<>Variable Op["Hero X"] Add, 120
<>Variable Op["Hero Y"] Add, 40
<>Show Picture #2 MiniMapCursor (Variable ["Hero X"], Variable["Hero Y"])
<>Loop
<>Variable Op ["Hero X"] Set, Hero X Coordinate
<>Variable Op ["Hero Y"] Set, Hero Y Coordinate
<>Variable Op["Hero X"] Add, 120
<>Variable Op["Hero Y"] Add, 40
<>Move Picture #2 (Variable ["Hero X"], Variable["Hero Y"]) 0.1s, Wait while moving
<>
: End Loop
<>
Pages: 1