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RMRK RPG Maker Creation => Requests => Script Request => Topic started by: apoclaydon on February 18, 2013, 01:22:22 AM

Title: [VXA] Continous Maps
Post by: apoclaydon on February 18, 2013, 01:22:22 AM
Hiya all im requesting a script that allows maps to follow on from each other without the traditional map transfer example you start on map1 that leads to map 2 id like it so that you can see map 2 while your on map 1 still (looks like all the same map) and you transfer simply by walking onto it no transitions or anything like that (except for the new map name to appear)

games that use this type of mapping are the Pokémon games were you walk from towns to routes seamlessly.

I hope ive explained this well enough as im not very good at getting my ideas out there

Title: Re: [VXA] Continous Maps
Post by: Acolyte on February 18, 2013, 08:43:19 AM
Why not just have one large map? You could use an event to change the music and show the town name whenever the event is stepped on.
Title: Re: [VXA] Continous Maps
Post by: Progfox on February 18, 2013, 11:34:59 AM
Wouldn't that result in the game really struggling to keep everything together?
Title: Re: [VXA] Continous Maps
Post by: crow5derlock on February 18, 2013, 02:11:09 PM
I agreee with cloud fall on that one, Though i remember seeing a Map sliding script somewhere that duplicates the transfer screen from the Legend of Zelda.

Here it is: http://originalwij.wordpress.com/downloads/

Map Sliding v 1.1 (http://www.mediafire.com/?0j25h2q9wv18g8b)( This is a Download link directly to the script.)

It's Exactly as I said it was, It's Called Map slide, and someone requested it be converted to Ace and explaind the only problem with it so far is that the game freezes after use in ace.

On VXAce Net the request has been made too and it seems the scripters there are less infatuated to look at script requests than the people here. I would run this By VX Net but They Do conversions from everywhere else to VX only So doing that would be mostly a waste unless Wij came back from the "dead" to see how things were going.

But i don't see this happening soon so the best i can do is give you his VX Scripts.
And maybe someone could make a Script that makes VX Scripts compatible through Ace.
Title: Re: [VXA] Continous Maps
Post by: Acolyte on February 18, 2013, 07:23:38 PM
Wouldn't that result in the game really struggling to keep everything together?

I was assuming that he would break up the maps with building transfers similar to the way pokemon does. One map for the entire game wouldn't work, but putting a town and a route together would probably be fine.

Another alternative would be to use the no fading option with transfers. You'd have to put in a portion of the map you're transferring to into the map you're transferring from in order to make it seamless, but it's not too difficult.
Title: Re: [VXA] Continous Maps
Post by: Dark_Metamorphosis on February 18, 2013, 07:49:34 PM
Wouldn't it work to just set fade to none, when entering the transfer? I havn't tested the function to have no fade though.. might not work if you want everything to be visible all the time, I'm not sure.
Title: Re: [VXA] Continous Maps
Post by: Jester on February 18, 2013, 08:21:17 PM
Here it is: http://originalwij.wordpress.com/downloads/

Map Sliding v 1.1 (http://www.mediafire.com/?0j25h2q9wv18g8b)( This is a Download link directly to the script.)

It's Exactly as I said it was, It's Called Map slide, and someone requested it be converted to Ace and explaind the only problem with it so far is that the game freezes after use in ace.

I actually have written "something like a Conversion" of OriginalWij's Script for VXA. I tried to write it from scratch as far as possible, but in the end I have copied a lot of his techniques. I wanted to include it into my Map Edge Transfer Script, but have recently chosen to make it a seperate Script. (which is still full compatible with Map Edge Transfer)

It has some problems with pictures (especially scripts that use them) and stuff like that and I am looking into it (it is not one of my highest priorities, though).

Link (http://rmrk.net/index.php/topic,47697.0.html)
Title: Re: [VXA] Continous Maps
Post by: Acolyte on February 18, 2013, 08:54:05 PM
Wouldn't it work to just set fade to none, when entering the transfer? I havn't tested the function to have no fade though.. might not work if you want everything to be visible all the time though, I'm not sure.

I went ahead and threw together a quick demo of this.

http://www.sendspace.com/file/d0ehjp (http://www.sendspace.com/file/d0ehjp)

The trick is to show 6 tiles ahead of the transfer.