AenaonDusky
DeliveryBoy
- 325
- Posts
- 7
- Years
- Seen Apr 30, 2025
That's a nice idea!
So basically, it comes down to these options:
1) Draw each possible distinct combination of routes, and call each respective picture based on variables/switches
2) Implement the vanilla hidden island system into Marin's script (why not contact Marin?)
3) Find a way to use some kinda bitmap bamboozlery to produce a "fow" effect, either through shaders (haha, this is old ruby we're talking about) or by manipulating a particular area of the picture (quite the undertaking).
4) Like badges on the trainer card, you start with a "blank" region map and add icons, with their position being relative to a certain point in the map (e.g. the center, a fixed position once you've figured out your map's exact size) in case you're having coordinate problems. This should be possible. Bear in mind that the icon doesn't need to be a single "white line" route, it can also be a "crossroads", or a bigger icon with any combination. You get what I'm saying?
OR
you do the opposite; your standard map has every route drawn on it (including the "dynamic" routes that change later) and you now draw icon/ other pics that COVER these areas, which you remove after the player discovers the part. What I'm saying here is, instead of ADDING routes, you give the illusion of addition by having "empty" areas drawn on top of these, and removing them based on progression. The main difference here is possible workload for your artist/you, instead of making separate pictures for each route, you draw each combination of layers that cover the actual map, (which might also be easier /less annoying to do)
5) Use events and a tileset instead of a picture, as you've already said. Elaborating on this: This can actually be as big as you want (Well, figuratively speaking). Fade out screen, disable menu access, disable running, and any other tricky input, Change the player's outfit into a map marker, transfer player into a faux region map drawn with a tileset, change visible routes via events activated on variables or switches (variables might be better cause of different "stages" ((in your case, combos of routes, altered routes etc)) of being activated). When a route/town has been discovered during gameplay, you activate a switch, and when during the map "screen", the "marker" goes on top of it, you make the event (which activates via action button or player touch) ask whether to simply transfer the player there, you don't even need the flying mechanic already in Essentials that way. Screen fade out, enable menu and running, change outfit into default or previously stored if multiple outfits exist. Done! As for the encounters and the pokedex, that's a bit trickier, but the same could be done with these theoretically. Or at the very least, store which parts of the map have been explored in larger groups using option number 3) above (e.g. general areas where these mons can be found) so you won't have to draw an insane amount of combos, and provide more of a "low-res" caricature of the real n' true map, because...uh... well, let's just say you got an old model (sweats)
What's even funnier is that you can turn this into a soaring mechanic like in ORAS. lol!
So basically, it comes down to these options:
1) Draw each possible distinct combination of routes, and call each respective picture based on variables/switches
2) Implement the vanilla hidden island system into Marin's script (why not contact Marin?)
3) Find a way to use some kinda bitmap bamboozlery to produce a "fow" effect, either through shaders (haha, this is old ruby we're talking about) or by manipulating a particular area of the picture (quite the undertaking).
4) Like badges on the trainer card, you start with a "blank" region map and add icons, with their position being relative to a certain point in the map (e.g. the center, a fixed position once you've figured out your map's exact size) in case you're having coordinate problems. This should be possible. Bear in mind that the icon doesn't need to be a single "white line" route, it can also be a "crossroads", or a bigger icon with any combination. You get what I'm saying?
OR
you do the opposite; your standard map has every route drawn on it (including the "dynamic" routes that change later) and you now draw icon/ other pics that COVER these areas, which you remove after the player discovers the part. What I'm saying here is, instead of ADDING routes, you give the illusion of addition by having "empty" areas drawn on top of these, and removing them based on progression. The main difference here is possible workload for your artist/you, instead of making separate pictures for each route, you draw each combination of layers that cover the actual map, (which might also be easier /less annoying to do)
5) Use events and a tileset instead of a picture, as you've already said. Elaborating on this: This can actually be as big as you want (Well, figuratively speaking). Fade out screen, disable menu access, disable running, and any other tricky input, Change the player's outfit into a map marker, transfer player into a faux region map drawn with a tileset, change visible routes via events activated on variables or switches (variables might be better cause of different "stages" ((in your case, combos of routes, altered routes etc)) of being activated). When a route/town has been discovered during gameplay, you activate a switch, and when during the map "screen", the "marker" goes on top of it, you make the event (which activates via action button or player touch) ask whether to simply transfer the player there, you don't even need the flying mechanic already in Essentials that way. Screen fade out, enable menu and running, change outfit into default or previously stored if multiple outfits exist. Done! As for the encounters and the pokedex, that's a bit trickier, but the same could be done with these theoretically. Or at the very least, store which parts of the map have been explored in larger groups using option number 3) above (e.g. general areas where these mons can be found) so you won't have to draw an insane amount of combos, and provide more of a "low-res" caricature of the real n' true map, because...uh... well, let's just say you got an old model (sweats)
What's even funnier is that you can turn this into a soaring mechanic like in ORAS. lol!
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