World Map Menu System?

Madix

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Hello,

I'm new to both RMVXAce and the community, nice to meet you! I've been doing some research and I've been having difficulties finding information for my following question.

If I was to create a menu selection on my world map that listed the available locations to travel to, is it possible to have the map center on the location that is currently highlighted in the menu? So if I were to scroll through the list of locations in the menu the map would jump to and from each location highlighted. The player would be transparent as to not show them on the map of course and once they decide on which location to travel to I would have the action button tie into a transfer event to move them to the new map. 

Is this possible? If so, can I do it through the normal means of events or would this have to be done through custom scripts?

Thank you kindly in advance,

-Madix
 

DarthVollis

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Andar

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Everything is possible by scripting (there are scripts that turn ace into a platformer/action game), and I think you probably have to use scripting if you want to switch map position based on selection.

There is a way to make something similiar without scripting, but in that case you won't have a list of locations - you could make a map that is called from an item, then turn the player into a cursor and move that cursor around by event move routes on event touch, allowing only the positions of the teleport targets.

But in that case there is no list of names at the same time.
 

Madix

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Hello,

Thank you for the replies. The last link you posted DarthVollis looks to be the closest thing to what I'm wanting. The big difference is that I would like the map/player view to center on the location that is currently highlighted in the menu list without having to initiate travel. This looks like something I can work with and at least get a good idea where to start. 

Thanks!
 

Berylstone

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If I was to create a menu selection on my world map that listed the available locations to travel to, is it possible to have the map center on the location that is currently highlighted in the menu?
Without scripting what you may could try doing is storing the X and Y coordinates of the locations you want the map to center on into variables.  Then in the menu system and after the player chooses which area they want to view - you could try moving the character to those coordinates on the map while their character is invisible. 

I think that might accomplish the effect you are looking for. 

The big difference is that I would like the map/player view to center on the location that is currently highlighted in the menu list without having to initiate travel

A way you could get around this is store the X,Y coordinates of where the player was on the map before you turn them invisible and essentially use them as a camera to scroll around the map.  And if the player chooses not to travel there, you can return the player to their initial coordinates using those variables.

Another possible solution - though you wouldn't get the scrolling around on the map effect - is to just take screen shots of your map while it is already centered on the locations you want to highlight and then show them as pictures during your menu system.
 
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Madix

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Thanks Berylstone!

These are good ideas, I'll play around with it a bit and see what I come up with. =D

~Madix
 

orochii

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Just as an extra idea for this brainstorm pool, there is a very cheap way to do this by using the "Event touch" start condition.

First, you make a teleportation and put the player over the designated place (that is, the place from where you're traveling). This place will be occupied by an event with "Event touch" as its trigger. This will make the event to be reproduced over and over until the character and the event stop overlapping one to the other.

So, after this, comes the commands. This is conditionals checking for key presses, whose will move the player to a "next" location depending on the event:

<>Conditional branch: Left Button pressed  <>Comment: This is the most important part, the jump, and it's where everything gets a little... complicated.  <>Execute custom movement: Player (Wait)                                         <>Jump -10, -2  <>Wait 4 frames:Else  <>Conditional branch: Right Button pressed    <>Execute custom movement: Player (Wait)                                           <>Jump 8, 1    <>Wait 4 frames  :Else    <>Conditional branch: C Button pressed      <>Teletransport: Map002 15 2 yalayala...  :End of branch:End of branchThings to take into consideration, is that this method needs some planning (you have 4 directions available for each location, so take that into account) and extra calculations. As you may have noticed, this uses a jump with some "random" numbers. These numbers will make the character to jump exactly to where the next place in the worldmap is located. This will cause that the event that was active because of collision stop, and the other one, where the player will fall into, will start to loop, making kind-of an interface.

Of course, talking about the 4-dir limitation, remember you can make a place with no destination by omitting the "C pressed" part, that way you can make crossroads. ;P.

Anyway, this is an extra idea, so feel free of ignoring it,

Orochii Zouveleki
 

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