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Minimap like this..

by Marc I. · in Torque Game Builder · 05/20/2008 (8:23 am) · 6 replies

Hi,

I need some help..

example:
img384.imageshack.us/img384/7364/1705759mediumcr6.jpg img384.imageshack.us/img384/2074/1705762mediumqy1.jpg
the player is the arrow.. circles are doors or caves.

if the player moves forward then the arrow glides around the big circle.

Is it possible to make a minimap like this?

best regards, Marc I.

btw. sorry for my bad english

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#1
05/20/2008 (9:09 am)
The player arrow only moves along the outside circle? Is the player moving along a circular track, like a race-track? What is the purpose of the center part of the mini-map, is it always empty?

Looking at that minimap I'm not sure what is really going on in the game -- so its difficult to hypothesize what code would be required to create it.

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#2
05/20/2008 (9:35 am)
Hey James,

thanks for spending your time.

Yes the player arrow only moves along the outside circle. No the player is not moving along a circular track.
The minimap is from a 2d action rpg called "odins sphere".

screen:

img371.imageshack.us/img371/793/1705748mediumtz5.jpg
The center part of the minimap is not important, it would only like to present the area where i am.

best regards, Marc I.
#3
05/20/2008 (9:46 am)
Unfortunately I am not familiar with that game ( don't own a playstation ), and it looks like a minimap I would have to see to really understand.

I found this radar resource on the site.
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=2270

It probably isn't displaying the spacial info even close to how you want to, but if you need a guiControl to use as a base framework and begin modifying, it could help you getting started.
#4
05/20/2008 (10:10 am)
Here a gameplay video for better understanding.

youtube.com/watch?v=wmbEVHI5_MQ&feature=related

Thanks for the resource link!
maybe i can use it.

best regards, Marc I.
#5
05/20/2008 (10:51 am)
Ohhh it all makes sense now...

Its a 2D side-scrolling game with a looping map. And the "locations" on the circle are places you can probably press "up" and go into.


Define the length of your level, eg. 100 meters.
Define where location zero is on your minimap, eg. the top center.
Define other locations that exist as a distance from zero, eg. cave is at location 25.

If 100m is the total length and location 0 is the topcenter, then each quarter of your minimap would represent 25m.

3'oclock -- 25m from the start ( location 0 )
6'oclock -- 50m
9'oclick -- 75m

In psuedocode your updateMinimap function might do...

For each object that is represented on the map ( the player and locations )...
Get their distance from location zero ... and taking into account the total length of the level
  render them at the appropriate location on the circle.

An example algorithm for calculating an object's render position ( along the circle )....

degreesPerMeter = totalLevelLength / 360.0;
degrees = distFromLocationZero * degreesPerMeter;
renderPosition = rotateVectorByDegrees( locationZeroVec, degrees );
#6
05/20/2008 (11:11 am)
Hey,

thanks James ;). Nice support!