Map in menu

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Started by Ninjakillzu 30 posts Page 2 of 2 View original ↗
  1. zeroscares said:
    Updated pastebin link. I would like you to remove the copy of the code from your previous message please! So that people don't use broken code. My 640x480 map fix is very lazy hahahaha

    Use EMPTY_SWITCH now to make a "empty map" picture show up. It disables scrolling and you can have another custom image appear over it.
    I've only been able to test the new version a bit, but I found a bug. My larger map picture can scroll past the left and right borders.
  2. @Ninjakillzu I originally did put in the events but there was the issue where it looked like they were floating around the map and staying locked to the center of the screen. I didn't have time to look at the issue because of work and stuff. But now that I have some free time, I'll take a look at the exact issue to which I might already have an idea what's happening. As far as map effects, I'll see if I can stick those in there as well so the map will look the same on both screens. Just will take a little time.
  3. Xane said:
    @Ninjakillzu I originally did put in the events but there was the issue where it looked like they were floating around the map and staying locked to the center of the screen. I didn't have time to look at the issue because of work and stuff. But now that I have some free time, I'll take a look at the exact issue to which I might already have an idea what's happening. As far as map effects, I'll see if I can stick those in there as well so the map will look the same on both screens. Just will take a little time.
    Take however long you need. If you can pull it off, it'll be amazing.
  4. Ninjakillzu said:
    I've only been able to test the new version a bit, but I found a bug. My larger map picture can scroll past the left and right borders.
    I can't recreate your bug.
    I did find a small error for small map pictures, just replace the def update_basic with the code in the pastebin link.
  5. @Ninjakillzu @Roninator2 I've went back and rewrote the whole thing. Now you've got effects, pictures, weather, event animations, sprites etc all being displayed. Arrows can now blink for effect, and you can use any button that is mapped to RM to go back such as Z, X, ENTER, ESC. And yes the sprites will now stay in their proper places.

    Grab it here!

    Make sure to call using Scene_MapNav now instead of Scene_MapExplore
  6. Xane said:
    rewrote the whole thing
    Works really well. Has one minor glitch that I can see.
    When moving to the edge of the map, if I keep pressing the direction key, the 'cursor' position keeps moving, but the map stays still. Pressing the opposite direction will cause a delay as the 'cursor' has to get back to the edge of the map position before it starts moving in the other direction.
  7. @Roninator2 I did not catch that cause I had the map looping on for both. Thank you again for finding another bug! When the topic page goes up (just waiting on approval) be sure to post the bug there as well. I will work on fixing this in the meantime!
  8. Xane said:
    I will work on fixing this in the meantime!
    I kind of figured it out but it's not perfect yet.
    Left and up are easy
    if @display_x <= 0
    @display_x = 0
    end
    but the right and down are not precise numbers. Haven't found a way to get the correct numbers.

    Got it.

    Script suggestion removed by request.

    They need to be separate statements otherwise it could have the same issue in the corners.
  9. It's pulling coordinates from Game_Map so I just have to plug the logic in to tell it to stop scrolling past x and y if the map doesn't loop. Simple fix.
  10. Xane said:
    Simple fix.
    Yes, got it myself just now.

    Script suggestion removed by request

    Oh and there was a small error in the dispose. @nav_arrow.bitmap.dispose needs to be @nav_arrows.bitmap.dispose unless @nav_arrows.bitmap.disposed?