Auto Terrain Minimap

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Started by Aerosys 38 posts Page 2 of 2 View original ↗
  1. You did it! Happy to report that performance is now stellar across all my testing with various settings!

    I've finally identified the issue with fog of war not working. It is conflicting with Qmovement pixel movement plugin. This latest patch is also exhibiting the tileset not rendering. Moving events movements continue to also not render when fog of war is on. Turning off Qmovement resolves all fog of war render issues.

    QMV-Master-Demo/js/plugins/QMovement.js at master · quxios/QMV-Master-Demo requires
    QMV-Master-Demo/js/plugins/QPlus.js at master · quxios/QMV-Master-Demo
    I highly suspected it was the pixel movement and was one of the first things I tested last patch, but with this patch it is clearly the culprit. ...Another likely possibility is that I am extremely tired from work and never actually tested Qmovement properly?!:LZYoops: (I swear I did!)

    I would love to have the beautiful fog of war working for my project and customization features to reduce the refresh rates of events if it's not too much trouble.
  2. twosnakes said:
    I highly suspected it was the pixel movement and was one of the first things I tested last patch, but with this patch it is clearly the culprit. ...Another likely possibility is that I am extremely tired from work and never actually tested Qmovement properly?!:LZYoops: (I swear I did!)
    Yes, I just looked into QMovement, and it looks like the fog of war doesn't understand what it means when the player suddenly stands at coordinates 4.5678 / 7.432 because it expects natural numbers. That should be fixable.

    twosnakes said:
    I would love to have the beautiful fog of war working for my project and customization features to reduce the refresh rates of events if it's not too much trouble.
    Okay, coming with the next update!
  3. I do not identify any more issues! How is the next update coming along?
  4. I got some reports on itch, and while they haven't been resolved, I waited with update messages here. So, I'm happy to announce that...

    Version 1.3.2 is out and comes with the following:
    • Automatic refreshing of the minimap when the map has been manipulated through, e.g., Shaz Tilechanger, Random Maps, ... was disabled before due to performance issues. This feature is now back again. If you still encounter performance issues and you don't manipulate maps anyway, you can disable this feature in the Plugin Manager.
    • The Fog of War should now work with any grid-free player movement plugins.
    • An error that prevented the minimap from working when using MV and encrypting image files has been fixed.
  5. Fog of war works beautifully now with pixel Qmovement and performance is amazing due to new option to change frame updates! This is a 10/10 plugin with 10/10 support by Aerosys!

    Is there a global setting for what template events follow by default? I have alot of events on the edge of the map that I prefer to "sticks on edge". Worse case I can just manually comment in the appriopriate template so not that big of a deal.
  6. twosnakes said:
    Fog of war works beautifully now with pixel Qmovement and performance is amazing due to new option to change frame updates! This is a 10/10 plugin with 10/10 support by Aerosys!
    Thanks for your words!

    twosnakes said:
    Is there a global setting for what template events follow by default? I have alot of events on the edge of the map that I prefer to "sticks on edge". Worse case I can just manually comment in the appriopriate template so not that big of a deal.
    In that case, I would like to ask you to set them up manually. For 99% of the games out there, I cannot think of a good use case for why most Events would share exactly one template by default.

    If you wish, you may open the plugin, look for this section
    Code:
    Sprite_Minimap_Event.prototype.scanForAnnotation = function() {
        const templateName = this.findTemplateName();
        this.annotation = templateName ? MK.Minimap.eventTemplates[templateName] : null;
    }
    and replace it with
    Code:
    Sprite_Minimap_Event.prototype.scanForAnnotation = function() {
        const templateName = this.findTemplateName() || 'DEFAULT';
        this.annotation = templateName ? MK.Minimap.eventTemplates[templateName] : null;
    }

    Now, you can set up an Event template with the name "DEFAULT" which will be used when no template is assigned.

    Unfortunately, you cannot separate this code snippet into a new file as I guarded my plugin.
  7. This plugin is awesome. Thanks for sharing! When I saw it, my first thought was that it might be really effective as a larger "area map" for tile sets that are scaled up to 48px x 48px from 16px x 16px if the map was scaled back down to 1/3rd. Sure enough, it works really well for that purpose with just a few personalized tweaks.

    I hope you don't mind that I share some screenshots of the results of the tweaks. Please let me know if you'd prefer me to keep them private.

    map_1.gif
    map_3.png
  8. Kenen said:
    Sure enough, it works really well for that purpose with just a few personalized tweaks.
    When you think your tweaks could be helpful for the community, you can share them with me via PM, and I can officially include them ;)
  9. Still working great, fully integrated into my project now.

    Aerosys, would it be possible to get this new plugin "floating roofs" to update on the minimap?

    Floating Roofs [MV/MZ]
  10. twosnakes said:
    Still working great, fully integrated into my project now.

    Aerosys, would it be possible to get this new plugin "floating roofs" to update on the minimap?

    Floating Roofs [MV/MZ]
    Looking at the code, it should be doable, but I need some time.
  11. Hi there, Aerosys. I recently purchased the full version of this plugin and am loving the results!

    Do you know if there’s a way to use the same hotkey to cycle through opening the minimap, expanding it, and closing it?

    Basically, I’d rather NOT use one hotkey to open the minimap and a separate hotkey to expand it.

    My first thought was to just set the same key for both the “Show/Hide” and “Expand/Collapse” functions in the plugin settings, but this only cycles through expanding and un-expanding the minimap, and doesn't open or close it. (Oddly enough, setting these actions to the same hotkey also has the unintended side effect of preventing the face buttons on the gamepad from working until the plugin is removed.)

    Any ideas on how this could be accomplished?
  12. WikiAdam said:
    Hi there, Aerosys. I recently purchased the full version of this plugin and am loving the results!

    Do you know if there’s a way to use the same hotkey to cycle through opening the minimap, expanding it, and closing it?

    Basically, I’d rather NOT use one hotkey to open the minimap and a separate hotkey to expand it.

    My first thought was to just set the same key for both the “Show/Hide” and “Expand/Collapse” functions in the plugin settings, but this only cycles through expanding and un-expanding the minimap, and doesn't open or close it. (Oddly enough, setting these actions to the same hotkey also has the unintended side effect of preventing the face buttons on the gamepad from working until the plugin is removed.)

    Any ideas on how this could be accomplished?
    Yeah that's possible with some manual tuning.

    1. First of all, deactivate the hotkeys from the minimap's plugin parameters.
    2. Look for a Hotkeys Plugin that starts Common Events when pressing a button, I just found this https://forums.rpgmakerweb.com/inde...d-common-events-to-your-keyboard-keys.132160/ and this https://forums.rpgmakerweb.com/index.php?threads/common-event-buttons-or-similar.126145/
    3. In this Common Event, you can use a Variable "Minimap Mode" to rotate through 0, 1, and 2. This Common Event can look like this:
    Code:
    Variable "Minimap Mode" + 1
    Variable "Minimap Mode" % 3
    Conditional Branch: If "Minimap Mode" == 0
      Show Minimap
    End
    Conditional Branch: If "Minimap Mode" == 1
      Expand Minimap
    End
    Conditional Branch: If "Minimap Mode" == 2
      Collapse Minimap
      Close Minimap
    End

    In case you are using MV, or need the script calls to open/close the minimap for any other reason, you find them here: https://aerosys.blog/minimap#22-javascript
  13. Thank you, Aerosys. I have a Hotkeys/Common Events Plugin I can use, and I'm looking forward to trying the Common Event solution you've outlined above.

    Unfortunately, we're running into the problem of the gamepad face buttons no longer working as soon as you remove the hotkey settings from the plugin. Once this happens, the gamepad face buttons won't work until you turn the plugin off or remove the plugin and drop in a fresh, unedited one. I even tested this by creating a brand new game with no other plugins active except MK_Minimap, deactivating the hotkey settings, and it still happens.

    UPDATE: I ignored changing the hotkey settings and just did everything else you suggested with the Common Event and the Hotkey plugin triggering it. It works perfectly! I don't mind leaving the default keyboard values at M and N.

    Thanks so much for your help, Aerosys!

    UPDATE #2: OK, small thing I didn't notice at first, but using this method, the first time you press the button to open the minimap, you have to press the button 3 times for it to appear. After that, you can just press it once for each phase of the cycle, it's just the first time you want to open it that you have to press it 3 times. Thoughts on how to tweak this so I only need to press the button once the first time to make the minimap appear?
  14. WikiAdam said:
    UPDATE #2: OK, small thing I didn't notice at first, but using this method, the first time you press the button to open the minimap, you have to press the button 3 times for it to appear. After that, you can just press it once for each phase of the cycle, it's just the first time you want to open it that you have to press it 3 times. Thoughts on how to tweak this so I only need to press the button once the first time to make the minimap appear?
    Yup, that's all in your hands how you want the minimap to behave, my eventing from the last post was just there to give you some idea how it will work. You can move and arrange the commands in this eventing as you wish :)

    Code:
    Variable "Minimap Mode" + 1
    Variable "Minimap Mode" % 3
    Conditional Branch: If "Minimap Mode" == 0
      Collapse Minimap <--- new command
      Show Minimap
    End
    Conditional Branch: If "Minimap Mode" == 1
      Expand Minimap
      Show Minimap <--- new command
    End
    Conditional Branch: If "Minimap Mode" == 2
      Collapse Minimap
      Close Minimap
    End
  15. Aerosys said:
    :)

    Aerosys said:
    Yup, that's all in your hands how you want the minimap to behave, my eventing from the last post was just there to give you some idea how it will work. You can move and arrange the commands in this eventing as you wish :)

    Code:
    Variable "Minimap Mode" + 1
    Variable "Minimap Mode" % 3
    Conditional Branch: If "Minimap Mode" == 0
      Collapse Minimap <--- new command
      Show Minimap
    End
    Conditional Branch: If "Minimap Mode" == 1
      Expand Minimap
      Show Minimap <--- new command
    End
    Conditional Branch: If "Minimap Mode" == 2
      Collapse Minimap
      Close Minimap
    End

    I don't know why it didn't occur to me to just rearrange the order of the commands. I moved the "Collapse Minimap / Close Minimap" commands from the "If Minimap Mode == 2" brand up to the "If Minimap Mode == 0" branch and moved the other two pairs of commands down one branch, and voila, working exactly how I want it to.

    Thanks so much for talking me through that! Very excited to have the minimap all mapped to a single button.
  16. I know this question is old, but I do have a suggestion.

    I didn't try the plugin yet (I will as soon as I make something that has use for it), but seems to me that, if you have a plugin to bind common events to keys anyway, you best make 2 keys: One to toggle map on and off (show/hide) and one to change the mode (collapse/expand). Or maybe you can use tapping the button for on/off and tapping while holding the shift button for collapse/expand?

    That is what I would prefer as a player, so that is what I would try as a dev. And if I understand the plugin correctly, this should not be too hard to put in.

    ---

    Do you have a version for MV? Or are you willing to make one? Or does it even work on MV maybe?
  17. JohnDoeGames said:
    I know this question is old, but I do have a suggestion.

    I didn't try the plugin yet (I will as soon as I make something that has use for it), but seems to me that, if you have a plugin to bind common events to keys anyway, you best make 2 keys: One to toggle map on and off (show/hide) and one to change the mode (collapse/expand). Or maybe you can use tapping the button for on/off and tapping while holding the shift button for collapse/expand?

    That is what I would prefer as a player, so that is what I would try as a dev. And if I understand the plugin correctly, this should not be too hard to put in.

    ---

    Do you have a version for MV? Or are you willing to make one? Or does it even work on MV maybe?
    checking his itch, its MV and MZ =)
    maybe MV it limited to some functions, but I think every functions come to MV as well
    if he got time :)
  18. JohnDoeGames said:
    Do you have a version for MV? Or are you willing to make one? Or does it even work on MV maybe?
    I usually make my plugins compatible for both engines, my Battle HUD plugin is the only notable exception right now.