Game maker minimap


















Aug 29, Aug 26, Jul 11, Jun 18, Jun 17, Comments Log in with itch. Killuki days ago 3 edits. Thank you. Hakuen Studio days ago.

Hi there! Thanks for trying it out! I believe I can make this. Killuki days ago 1 edit. When it's running, the compile form in GameMaker repeats: "Grid 0, index out of bounds writing [84,28] - size is [5,5]" Changing the grid size to , , just as a test, doesn't fix the issue, so the dot doesn't get created, but the compile form stops complaining.

Though, with the grid at , , the framerate tanks, down from over , to around I'm using GM:S 1. How big is your room? I added Code:. This is good. Just a note, adding brackets to your if statement e. I'm also not familiar with the numbers used to create the color in the original example, since the second number only uses 5 numbers, not 6, and I'm only familiar with hex and RGB codes for color when it's like that, but hex is always 6 characters and RGB is up to 3 characters per color.

Using the code you mention after, which doesn't appear to contain any color values, doesn't create a dot, or it doesn't create a dot that I can see in contrast to the blackness of the minimap. Testing the new code you just gave also doesn't seem to work; the minimap remains as a black square and the framerate is reduced to under fps. Hold on.. Wouldn't have noticed this if I didn't just lower the position the minimap is being drawn at to be x40 and y40, rather than x40 and y Though, resizing the game is giving an error: Data structure with index does not exist.

Just ignore the color numbers in the original code. Color would not appear if the value is 1. Those large number refers to GMS color values. Just in case my previous message wasn't seen, since your most recent one was posted at almost the same time, I've quoted it at the top of this response. As for my response to your most recent message, interesting how they have such weird numbers for the colors, but I think I'll be saving that page for future reference, seeing as they have a means of creating color via RGB, rather than the built-in presets, as one of the links on the page shows.

To get the right idea about the hsv or rgb color values, you can open sprite image editor and change the color use for the brushes. The two color functions are still easier though. Good progress so far, and we did hit some known issues. To reset it to a blank slate you use a function that has the word "clear" e.

What is this black square? The surface itself? You will need to add more codes to make it draw it as you want it to be. Since we know where the object x and y is on the grid, what other information is needed to supplement drawing the actual sprite width and height so it shows up in the mipmap.

Yes, it does cause a massive hit to performance since it is drawing pixels x pixrls 15 k pixels in one game step. The idea is to create a new sprite that has the image of the surface you made. This works for a static mipmap and only draws it as a static sprite. You can always update the mipmap with states when there is change in the objects position. Glad you got it cleared up. The object position can be check in the room editor. You are a little confused there.

Let me explain. The grid width and height determines how many cells are available to be stored. Note that the grid does not change in width or height when anything is set outside those values. Creating the surface in not the same as drawing a surface. Creating means creating a container to hold information.

Draw means take the values in the container and draw to screen. As for the issue of how much of the map is being utilized being in direct relation to the grid size, well, here's an example: View attachment The black square is the minimap and it has a pixel, which is the player. The player is on the farthest side to the right of the room, but only a small portion of the minimap is being utilized.

That's what I'm trying to explain You can ignore the overlay in the game; it's not part of the game, it's just there because I'm using MSI Afterburner to monitor my system, since I'm using a gaming PC that I built and I like to monitor that information.

Tohzt Tohzt 1 3 3 bronze badges. What do you mean by saying hard coding in the parameters? Since you know the dimensions of the map view, and it's origin, you can just tell objects in the main view to ignore mouse coordinates that fall into the mini map.

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