YelloMagic 1 Report post Posted March 23, 2011 (edited) I've decided that my game would flow much better if players selected destinations from a world map. Though it wasn't exactly aesthetically pleasing, the map system on the original PS1 RPG Maker (my only point of reference) worked well. I especially liked being able to control the appearance of locations and pathways through events. The fact that nothing of the sort comes standard with RMXP seems like an big oversight to me. Forcing characters to walk through locations they've already been to before (with enemies that are now too easy) in order to get to certain new ones is annoying, boring meta-gaming, so I figure a wold map would eliminate that redundancy. OK, now I'm going to be a total dork and mention specific video game world maps to give you an idea of what I want: Right now, my game's locations (of which there aren't too many at the moment)must be traversed one by one; they are all connected to each other, though some are split off from each other and must be accessed through a transportation system. It's a lot like Earthbound! What I would like to use instead is a world map where locations appear as dots on an image of a map, which are connected by pathways. The player moves linearly through these locations, but can move past one they've been to before without entering it. It'd be great if the player enters a different section of a location depending on which side they entered it from. What I want is pretty much exactly like the world map in Breath of Fire IV. What I do NOT want is an open world map that the player walks across and enters battles from- like the world maps in pretty much every early NES and SNES RPG (Final Fantasy, Dragon Quest, Breath of Fire). I wouldn't really want to design a world map so large, and with so many small details. Plus, I think those usually look cruddy and are used mainly to eat up time and cram in extra random encounters. Has anyone made anything like this? Has anyone seen it? Is what I'm asking even possible? Will anyone even read this? Too many questions! But any information at all on world map scripting would be great! Sincerely, YelloMagic Edited March 23, 2011 by YelloMagic Share this post Link to post Share on other sites
kellessdee 48 Report post Posted March 23, 2011 This would be easy (I think) I am pretty sure either chrono trigger or chrono cross (or both) did something similar So..let me clarify you are making a world map with locations (like dungeons or mountain paths, caves, whatever different maps) the player has to pass through? And if they have already passed the location (or "beat the level" if you will) they will be able to just walk quickly passed the location? Will they be able to still enter the location? But would depend if you were making the world map as a large picture, or through a Tile set..If it was just a map + tileset, you would just have to set up map locations (as events, that activate on touch so the player must enter), and create a switch for each location and when the player finishes that location, set the switch on, and on the location events make a new page (with that switch ON as the condition) and on the new page make it only activated by the action key, so they can enter if they'd like to, but can also walk over the location. Is that what you were looking for? Share this post Link to post Share on other sites
YelloMagic 1 Report post Posted March 23, 2011 I would prefer to have the map be more like a menu; instead of moving a character to these locations with the arrow keys/d-pad, you'd select them either with a cursor or from a list. But the Chrono Trigger system would be good, too. The player could reenter places they've already "finished," but could also walk right through them if they wanted to, to save time. I'd prefer almost any kind of map system to none, so I'd be interested in trying any scripts you could recommend. Share this post Link to post Share on other sites
kellessdee 48 Report post Posted March 23, 2011 So more like Mario or something, where you press left for example and then you are moved the next location? except (if I understand correctly) you use a cursor to select a different position on the map? Well I might be able to whip up a script like this (its definitely possible) however if not it can also still be easily done with events. I'll see what I can do. Share this post Link to post Share on other sites
dolarmak 23 Report post Posted March 23, 2011 (edited) No offence but you could easily do that with simple event scripting. You can do one of two methods. To teleport to a world map. 1) Item - Basically have an exit item that teleports the player to a "World Map" that allows access to the previous seen areas. Create a Variable - Lets call it "Location" When the player enters a map set the variable to a specific number. Ex Town 1 = 1, Town 2 = 2 Dungeon 1 = 3 Create 2 switches "Exit" and "Exit Allow" Create an Item that activates the switch "Exit" - Lets call the item "Map" Create a Common Event call it "Exit Trigger" that activates on the switch "Exit" Set a Conditional Branch that when switch "Exit Allow" is ON, also make sure "or else" check box is checked. In the Condition "Exit Allow" ON, Set Conditional Branches for each of the "Location" variables with teleport locations to your world map and the aproperate places. In the Else condition you can put a simple message like "I cant use it here" or "This function doesnt work right now" Finally whenever the player enters a new area you set the switch "Exit Allow" Off. (this prevents them from teleporting out.) Make sure your world map is set properly with teleports to the proper places, and if you really want to get swanky the teleport events you use to leave the area and also ask if the player wants to goto the world map (and skip connected stage) or trek through the stage they are going to enter. Also make sure that new areas are properly blocked off. If you want you could totally go Mario 3 on them and only let them travel a very liniar path. 2) Location list. You can activate this with the Exit item too if you want, or just when they goto leave town. You can use the Show Choices option, and set the names with conditional branches. But you can make a cool GUI that will look nicer and I'll explain that once i remember how to set the arrow keys to edit variable amounts. Also for the World map teleport thing I think you can use the conditional branch "when button is being pressed" to set a specific button to activate it. It would basically be the same as the item except you make the Common Event a parallel process and set the first conditional branch to "button pressed". then set the "Exit Allow" conditional branch and everything inside it. But I havn't used that yet so maybe i'll test it and let you know how that turns out. BTW you really shouldn't rely on all the RGSS scripts out there. Some things are simple enough to do with events that you don't need a complex script. Also play around and learn how to use variable and switches properly. With a decent grasp you can do complicated things without needing other people help. Edited March 23, 2011 by dolarmak Share this post Link to post Share on other sites
YelloMagic 1 Report post Posted March 23, 2011 I've done a lot of experiments with eventing; I actually created my own party member swapping system through eventing rather than scripting, and created a method of giving characters out of the party partial EXP. Sometimes the systems I create through eventing are buggy, though, and don't work nearly as smoothly as custom scripts (which can also be a huge time-saver). My first instinct is to try out a script (which I usually end up tweaking a bit anyways), and to create my own stopgap if I can't find one. I appreciate the suggestions, though. I might like to play around with those methods myself, just for the practice. BTW, does anyone know of good graphical resources for designing a world map? Share this post Link to post Share on other sites
YelloMagic 1 Report post Posted March 25, 2011 Dolarmak, those are good ideas and work pretty well already. If you have any more suggestions, I'd be interested in hearing them. BTW, does anyone have shrunk-down sprites for characters to use on the map? I haven't tried Photoshop yet because it would definitely distort my sprite too much. Share this post Link to post Share on other sites
dolarmak 23 Report post Posted March 25, 2011 (edited) My only suggestion for the map is a good chipset. Id say build your own or look them up in the recources here on the site or on other sites. as for the character miniturisation that you'll have to make custom. very rare that people do that unless they plan on the exact thing like Chrono Trigger. I'd also say don't use the shink tool to do it. make a small sprite from scratch because that way it won't be all distorted. Edited March 25, 2011 by dolarmak Share this post Link to post Share on other sites