- Oct 27, 2015
- Reaction score
- First Language
On second thought, pins can be implemented by pictures feature. If you cannot wait for me, please use pictures.
That is not the same like your minimap, your minimap has the advantage of no require to export large files which greatly increases the size of the game, because just by map image files the game size, specially if is going to be a big project, can weight over 500mb, and that's an issue if you are going to make a mobile or web browser game.Thank you for your suggestion. If I tried to implement this, it would be plugin commands to change the mini map's position and size, but I'm afraid I have no plan to do that so far. I recommend you use HeroicJay's mini map because his mini map is just an image file and you can do any transform to a mini map with picture commands.
I think your point is that you want to use mini maps at most of the maps in your game, and you need some features to perform that (so you'd like to avoid treat many image files). And I think Jay's plugin dumps mini map images and you would need to treat files if you used that, right?EDIT: OH! My fault, the minimap your are saying doesn't require a file, anyways, I leave my post due the new fuctions suggestions!
That is not the same like your minimap, your minimap has the advantage of no require to export large files which greatly increases the size of the game, because just by map image files the game size, specially if is going to be a big project, can weight over 500mb, and that's an issue if you are going to make a mobile or web browser game.
EDIT: Yes, forget what I said, doesn't require extra files, but anyways please continue reading this post.
I forgot to tell that the function of display a big map exists on FF7, if you press Select, the map goes big and is centered in your screen with a set transparency so you can continue traveling with Cid's Airship with the big minimap. Don't mind the double size minimap, but at least the big map centered in the screen by pressing a key or a button displayed somewhere (for mobile games) and hide map would do your plugin perfect, apart of it and the function of display events in the minimap which you told already that you are going to implement this, will do your plugin brilliant.
I think that might be a bit difficult to do what I'm suggesting, but consider that if the big size and hide map function are implemented, your plugin will be one of the bests (if not the best because requires no extra files) to be used in most projects, and due this reason, is also perfect for display the minimap in all maps by default without require to write <mini_map> in every map, and make also another tag called <no_mini_map> for don't display the minimap on maps with that notetag when the plugin is configured to show the minimap on all maps by default.
In addition, would be good to make those plugin command to be used in events:
- hide_minimap: This command hides the minimap, if used again, it does not show the map, this is to avoid display the map again unintentionally.
- display_minimap: Same as point 1 but for display it.
- disable_minimap: Restricts the use of the minimap, this is good for cutscenes or maps where you don't want allow the use of the function, or also for do that you must get an special item for allow the use of a minimap, this can be used on parallel or automatic events combined with the hide_minimap/display_minimap commands, and switches/variables for example.
- enable_minimap: Same as point 3, but for enable the use of minimap instead of disable it.
A minimap plugin that requires a image file is good if you want to display the real map or a customized image as minimap, but if you want a simple minimap with three colors and colored dots for the events and player position, then your plugin is the best choice, not only gets you away the extra work of export image files and modify the colors, also helps in reduce the size of your project which is especially appreciated if the plugin is going to be used on projects for mobile-games, also the size is determined automatically which is specially good for games where the player can choice different screen resolutions, and if you make the functions that I'm suggesting, then your plugin deserves 10 stars out of 5.
I will be honest, I want to use your plugin in my project, but I need those extra functions, and I'm sure that these extra functions will be useful not only for me but for everyone that also uses your plugin, and if someone doesn't need these extra functions they can just don't use them and/or disable them inside the plugin manager as long you provide the option to disable the functions of big sized map, hide map, and display minimap by default.
I hope see these extra functions of your plugin in the future!
No, it doesn't need to treat image files.I think your point is that you want to use mini maps at most of the maps in your game, and you need some features to perform that (so you'd like to avoid treat many image files). And I think Jay's plugin dumps mini map images and you would need to treat files if you used that, right?
Toggling mini maps and modifying the position or the size seems a great demand, so let me consider.
Your opinion is that adding new features doesn't harm to anyone but I don't think so. Adding features could reduce maintenancability generally. I prefer simplicity.
BTW, you can fork and modify my plugin as you wish because my mini map plugin is an open source project under Apache License 2.0.
Thank you!Looks nice! i am wondering about this.
if ($gameMap.checkPassage(i, j, 0x0f))Since the bit operator is
if ((flag & bit) === 0) // [o] Passablereturns true and then you color your map accordingly.
since 0x0f only needs the flag to be b0000xxxx to return 0, and since you use Uint8Array instead of a smaller bit wise array, i would assume the flag has multiple states but that the first 4 is the important one for marking anything as passable.
then my question is : how come the default map named Slum have stairs that are not colored as passable?
The tile is flagged as passable and also passable in all directions(guessing this has to do with the last 4 bits, but not sure)
the code for checking if it is passable is also in my understanding rock solid.
I really have no idea why this happens.
May I fork your code and try to fix it myself?