Creating a Mini Map Without using Scripts

This tutorial was originally created by Grafikal

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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

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Create 2 Switches:

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

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STEP 2:

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

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STEP 3:

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

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

STEP 4:

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

It’s there. Can you see it!?

– -> Posted Image <–

Save that cursor image as: Cursor.png

STEP 5:

  • Open your game editor
  • Open the resource editor
  • Select the folder:

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    Graphics/Pictures

  • Import your newly created map and cursor

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[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

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

  • Leave the full-transparency black by clearing it.
  • 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]

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STEP 7:

  • Open your Database
  • Select the Common Events tab
  • Create a new Common Event
  • Name it:Cursor
  • Select its trigger as a [Parallel Process]
  • Select your “Cursor” switch that you created earlier for your condition switch here

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

STEP 8:

  • Create a new event command in this window pane
  • Select “Show Picture” from the Second Page tab

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  • Select it’s Number as “2
  • Choose the Picture Graphic that you saved as “Cursor.png
  • Check its “Display Postion / Origin” as “Center
  • Check “Variable
  • Select “X:” as your “Player X” variable that you created earlier
  • Select “Y:” as your “Player Y” variable that you created earlier
  • 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]

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STEP 9:

  • Create a new event command in this window pane
  • Select “Control Variables” from the First Page tab

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  • Check “Single
  • Select the “Player X” variable that you created earlier
  • The “Operation” must be checked as “Set
  • The “Operand” must be checked as “Game Data
  • From Game Data
  • Check “Character” and then select “Player“‘s
  • Select “Map X

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

STEP 10:

  • Create a new event command in this window pane
  • Select “Control Variables” from the First Page tab

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  • Check “Single
  • Select the “Player X” variable that you created earlier
  • The “Operation” must be checked as “Mul
  • The “Operand” must be checked as “Constant
  • Select “2

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STEP 11:

  • Create a new event command in this window pane
  • Select “Control Variables” from the First Page tab

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  • Check “Single
  • Select the “Player X” variable that you created earlier
  • The “Operation” must be checked as “Add
  • The “Operand” must be checked as “Constant
  • Select “2

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STEP 12:

Repeat Steps:9 though 11
Any instance of X MUST be rewritten as Y:

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Variable: Player X –> Player Y
Character: Map X –> Map Y

All “Operations” and “Operands” stay the same

STEP 12:

  • Go back to the editor
  • Go to the Events editor
  • Right-click on the map and create a new Event
  • Name the event: Minimap On
  • Set its “Priority” as: Below Characters
  • Set its “Trigger” as:Parallel Process

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STEP I3:

  • Create a new event command in this window pane
  • Select “Show Picture” from the Second Page tab

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  • Select its “Number” as “1
  • Choose the “Picture Graphic” that corresponds to your map; in this tutorial it is “Minimap”
  • Check its “Display Postion / Origin” as “Upper Left
  • Check “Constant”
  • Set “X:” as “2
  • Set “Y:” as “2
  • Under “Zoom / Width %“, select “50
  • Under “Zoom / Height %“, select “50
  • 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]

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STEP I4:

  • Create a new event command in this window pane
  • Select “Control Switches” from the First Page tab

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  • Check “Single” and select the SAME switch you used in the Common Event’s Condition Switch, which should be “Cursor
  • The “Operation” must be checked “ON

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STEP 15:

  • Create a NEW EVENT PAGE
  • On that new page, check either “Switch” under the “Conditions
  • Leave the “List of Event Commands” empty

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LAST STEP!:

  • Press “Ok” or “Apply” and close the event
  • Move the event anywhere on your map out of the way
  • Copy and Paste this event to every map that will use a Mini-Map; Change only the picture file that is displayed
  • 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

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