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Scolling Map script

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Okay. This is quite a thing I'm going to be asking for... For the people who have played Legend of Zelda A link to the past, remember when you walked off the screen and it would scroll to the next map. I was wondering if this is possible to get in VX trhough script.
I'm asking about this script for a friend. Although it would be interesting to have.

If you need clarifying. Ask me.. its kinda hard to explain.
« Last Edit: March 16, 2008, 07:08:09 AM by Doom_master1122 »

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Shadow Knight
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...oh wow.
You see, it is already implemented in RMVX.
It is called loop, and can be adjusted in the map propertie when you make a new map.
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  I don't think he's asking to just have the map loop over upon itself, but more of a transfer where the map just scrolls to the next map without the usual fade in/fade out.  For example, he's got a world map of 200x200 sectioned off into 50x50 squares.  The map doesn't scroll past those boundaries as he reaches the edge.  Now when he goes from the NW square to the SW square, it pans down and now the SW square is the current focus of the map and doesn't show anything past those boundaries when he gets near the edges.

This is what I believe he's asking a script for, but I could just be making things up. :-\

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could you make some diagrams :D

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  I don't think he's asking to just have the map loop over upon itself, but more of a transfer where the map just scrolls to the next map without the usual fade in/fade out.  For example, he's got a world map of 200x200 sectioned off into 50x50 squares.  The map doesn't scroll past those boundaries as he reaches the edge.  Now when he goes from the NW square to the SW square, it pans down and now the SW square is the current focus of the map and doesn't show anything past those boundaries when he gets near the edges.

This is what I believe he's asking a script for, but I could just be making things up. :-\

I thought of that but I personally think the looping in VX is much smoother than that of Zelda.
Maybe when Doom_master1122 sees it he'll like it.
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  I don't think he's asking to just have the map loop over upon itself, but more of a transfer where the map just scrolls to the next map without the usual fade in/fade out.  For example, he's got a world map of 200x200 sectioned off into 50x50 squares.  The map doesn't scroll past those boundaries as he reaches the edge.  Now when he goes from the NW square to the SW square, it pans down and now the SW square is the current focus of the map and doesn't show anything past those boundaries when he gets near the edges.

This is what I believe he's asking a script for, but I could just be making things up. :-\

Yes this is correct.
I thought of that but I personally think the looping in VX is much smoother than that of Zelda.
Maybe when Doom_master1122 sees it he'll like it.

I dont know. I saw that option but i haven't used it. I don't know if it'lll do that, ill try though =/

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could you make some diagrams :D

I hope these do.

Here's a map not broken up into neat squares:
Spoiler for:

Now when the player is in one of the areas, as soon as those trees show up on the map, it will not scroll the map any further, making an artificial edge within the map, thus confining the camera to that area that the black box shows in this picture:
Spoiler for:

When the character moves to the next area, say the SW part, the camera pans over to that area, following the player, and will now only look at that area where the black box is shown.
Spoiler for:

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could you not split each section into indivual maps.

skanker's game in a week vx features a town with a similar construct to your above diagrams.

http://rmrk.net/index.php/topic,25037.msg317031.html

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could you not split each section into indivual maps.

skanker's game in a week vx features a town with a similar construct to your above diagrams.

http://rmrk.net/index.php/topic,25037.msg317031.html
Ahref, watch part of this. Notice how when he's outside, and enters a new area of the map, it pans? That's basically what he wants. {ignore the part where he walks into the cave)

EDIT: It seems the script should just have a panning transition, and have separate maps, so it doesn't lag.
« Last Edit: March 18, 2008, 02:54:15 AM by I Rock, Man »

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could you not split each section into indivual maps.

skanker's game in a week vx features a town with a similar construct to your above diagrams.

http://rmrk.net/index.php/topic,25037.msg317031.html
Ahref, watch part of this. Notice how when he's outside, and enters a new area of the map, it pans? That's basically what he wants. {ignore the part where he walks into the cave)

EDIT: It seems the script should just have a panning transition, and have separate maps, so it doesn't lag.
True thats what i want.
However i shold also state that it should beable to use someting along the lines of the call script. That way I can toggle panning.
Basically Toggle the panning off when entering a cave or house. And toggle panning when moving to another part of the map. To avoid glitches from panning from map to house. That just wouldnt work too well. =/

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I dont know. I saw that option but i haven't used it. I don't know if it'lll do that, ill try though =/
So, have you?
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I dont know. I saw that option but i haven't used it. I don't know if it'lll do that, ill try though =/
So, have you?
He doesn't want map looping.

Watch part of this. Notice how when he's outside, and enters a new area of the map, it pans? That's basically what he wants. {ignore the part where he walks into the cave)

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It's a nice idea for a script.

I'd be interested in seeing the way whoever creates it manages the scrolling and overlap.

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Okay. This is quite a thing I'm going to be asking for... For the people who have played Legend of Zelda A link to the past, remember when you walked off the screen and it would scroll to the next map. I was wondering if this is possible to get in VX trhough script.
I'm asking about this script for a friend. Although it would be interesting to have.

If you need clarifying. Ask me.. its kinda hard to explain.
Well dude, looks like you and me are going to have to just deal with what we got then until someone comes up with a script. I'll talk to you later about the game.

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Ehem.

I wouldn't mind using this script. All it needs to be is a scrolling transition from one map to another, and allow the user to select which maps to use the effect on.