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 MiniMap DVV
#11
(02-17-2015, 11:23 PM)JayRay Wrote: I tshould work anyway, by simply stating that tiles on tileset (the editor one) are passable or impassable, regardless of system. I can run through and check some tests myself. Another thing you MIGHT do, since most FPLE maps aren't big, is consider events that erase themselves when you touch them, and ensure that you change the icon for an event to a black box, simulating the fog of war aspect.

What I did with the maps in the past was with waypoint events, that, if a key was pressed would bring up the fog-puzzle pictures of a map, with the complete map behind it after the other pictures showed, and then remove pictures if certain switches were on, revealing the part of the map the player had explored, as well as Depending on player x,y, I had a X marks the 'You are here' by multiplying the X and Y by 8 (1/4 of a tile) which would change depending on where player actually was in the mapped floor.

The picture was never too much memory, and worked for me better than a Minimap... Reminded me of that old dungeon crawl game.

(Super late reply, but oh well)

Hm... I couldn't get it to work, though. Perhaps I'm doing something wrong - I should take a look at the topic/instructions for FPLE again, maybe mess around a bit more with it. Using events seems like a good idea though! Shouldn't be too hard for me to do, even with my meagre knowledge.
“I have no opinion. No, none at all. Opinion is politics, and politics is an evil which has caused many a fellow to be hung while he's still young and pretty.”
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#12
BUMP
to version 1.7
More glitch fixin'!

I discovered a bug within the map drawing system where not all required data was passed into the method that draws the necessary tile into the minimap itself.  I had to fix that and thus borne version 1.5

However, I noticed something with fairly large maps... and was a visible issue that related to my fix with version 1.4

Until version 1.4, the minimap system read the entire map before allowing the map itself to be rendered.  Granted, that did cause some lag with large maps.  But the versions before version 1.4 couldn't handle maps too large in size, so I used a technique that only read an area on the map around the player itself and attempted to update the map as you went.  Unfortunately, it didn't update the tiles.  And when you went too far outside the initial area the player started, the drawn tiles in the minimap vanished.

I attempted a fix with version 1.6 which refreshed the map every few steps, so the tiles were always visible in the minimap itself, but it was a bit choppy.  I guess you could call it a prototype technique... it worked, but the technique erased the whole map, all values, and then redrew everything when it wasn't needed to be 100% rerendered.   Slow and clumsy, it caused a tiny bit of visible chop.

However, version 1.7 fixed that with a new call which merely refreshed the system that redrew the tiles themselves.  And with that, the issue with the map vanishing when the player walked too far from his/her origin spot.
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