I don't know if this belong here or Script Requests, since I don't ask anyone to make it. I want to make it by myself, and I need some supports then. If I post this in the wrong section, could you (mods) move it? Thank you.
In The Legend of Zelda maps, when we are in a dungeon, we can go to the menu and look at an overview of a dungeon, only if we have Map item. Usually it goes like this.
The map does not refer to one map, the active map where a player is currently in, but all maps that are connected, forming the dungeon.
The visited rooms are shown in brighter colors while unvisited ones are shown darker.
The active room will appear blinking, or have player's icon within it (usually correspond to player's position on the active map).
A dungeon can consist of more than one floor.
If you don't have Map item, only visited rooms will appear. Unvisited rooms remain hidden.
Screenshots here: http://www.rpgfantasy.web.id/dunia_impian/legend_of_zelda/loz3/loz03-09.jpg (I'm sorry if it's too small; tell me and I'll make a bigger one)
As a complement, Compass item is also vital in finding treasures in LoZ series, as well as locating boss room. When we have this item, dots will appear in the map (even if we don't have Map item, they will show on unvisited rooms) providing the position of chests anywhere in the dungeon.
Now, I have managed to have a minimap, but I don't find any script that is able to perform these. So, I'd like to make one.
I need your suggestions on making this script:
1. To display each room, should I draw manually (using external imaging software) or just draw a tiny version of RMXP maps?
I am thinking to draw tiny version of RMXP maps, but I encounter this: Room alignments vary greatly from each other, so how do I align (their position on map screen) and connect them correctly? It might need a new data structure (a whole new Game_ class I think). Or maybe something like this:
I don't really know how to redraw RMXP map in tiny version; I should learn first from a minimap script I use (or is there a tutorial of this?).
Of course it can be done manually, but why don't make it automatic?
2. If using external pictures, should I draw a whole overview of a floor in a dungeon or each room?
I think, when using whole overview, I should provide different images to show unvisited/visited rooms and active rooms. Quite time-consuming and troublesome. But, if I draw each room, how do I interconnect them and determine which one is active? I'm planning to give an icon instead of blinking the active room. Or maybe I should use Window_Selectable trick (only selected item will be blinking), but how do I determine who should be blinking (the position)...
3. For mimicking compass feature, how do I draw events according to their position in a room?
Using external pics for drawing a room will make this step troubled I think.
I think if I can manage this for one-floor dungeon, I can do it for multi-floor dungeons. I hope I explain everything clearly...
Oh, and I'm writing it without using SDK, since my game is already SDK-free.
Any suggestion to improve this script?
Thank you for reading (and suggesting).
In The Legend of Zelda maps, when we are in a dungeon, we can go to the menu and look at an overview of a dungeon, only if we have Map item. Usually it goes like this.
The map does not refer to one map, the active map where a player is currently in, but all maps that are connected, forming the dungeon.
The visited rooms are shown in brighter colors while unvisited ones are shown darker.
The active room will appear blinking, or have player's icon within it (usually correspond to player's position on the active map).
A dungeon can consist of more than one floor.
If you don't have Map item, only visited rooms will appear. Unvisited rooms remain hidden.
Screenshots here: http://www.rpgfantasy.web.id/dunia_impian/legend_of_zelda/loz3/loz03-09.jpg (I'm sorry if it's too small; tell me and I'll make a bigger one)
As a complement, Compass item is also vital in finding treasures in LoZ series, as well as locating boss room. When we have this item, dots will appear in the map (even if we don't have Map item, they will show on unvisited rooms) providing the position of chests anywhere in the dungeon.
Now, I have managed to have a minimap, but I don't find any script that is able to perform these. So, I'd like to make one.
I need your suggestions on making this script:
1. To display each room, should I draw manually (using external imaging software) or just draw a tiny version of RMXP maps?
I am thinking to draw tiny version of RMXP maps, but I encounter this: Room alignments vary greatly from each other, so how do I align (their position on map screen) and connect them correctly? It might need a new data structure (a whole new Game_ class I think). Or maybe something like this:
Code:
def draw_room(map_id, x, y)
# Do something here...
end
I don't really know how to redraw RMXP map in tiny version; I should learn first from a minimap script I use (or is there a tutorial of this?).
Of course it can be done manually, but why don't make it automatic?
2. If using external pictures, should I draw a whole overview of a floor in a dungeon or each room?
I think, when using whole overview, I should provide different images to show unvisited/visited rooms and active rooms. Quite time-consuming and troublesome. But, if I draw each room, how do I interconnect them and determine which one is active? I'm planning to give an icon instead of blinking the active room. Or maybe I should use Window_Selectable trick (only selected item will be blinking), but how do I determine who should be blinking (the position)...
3. For mimicking compass feature, how do I draw events according to their position in a room?
Using external pics for drawing a room will make this step troubled I think.
I think if I can manage this for one-floor dungeon, I can do it for multi-floor dungeons. I hope I explain everything clearly...
Oh, and I'm writing it without using SDK, since my game is already SDK-free.
Any suggestion to improve this script?
Thank you for reading (and suggesting).