Ambrosia Garden Archive
    • Ran into some trouble


      map display

      Okay, so this might be a bug, but I'm not sure.

      I did a search, and It seems GrahamVH had a similar problem back in june.

      Well, anyways, I captured myself a screenshot, and as you can see, the game doesn't make all of the area the player can see "explored" in the map, is this a bug or do I have to fix it somehow?

      My map is 300x300 25x25 tiles, ground tiles are 75x75, area map is 500x500 pixels.

      Any idea what I have to do?

      Thanks,
      Ledorax

    • I can't quite see the problem, even with the screenshot, but I'll give the problem a whirl.

      Under Options, under the layout tab where you go to define your game interface, open up the interface I think is called map overview. This is the interface that pops up when the player sees the fog of war. Find out EXACTLY what the dimensions are that shows the map. That would be the area of the red rectangle where the picture of your map would be. At the bottom of the window, it will give you those dimensions.

      Then trash the picture of your map in the Locations/location pic folder. Then open up the map window. Under Tools, click on Create Map Preview Picture. Make the dimensions EXACTLY what the dimensions are of the red rectangle under the layout tab.

      Hope this helps.

    • I've checked, and it all seems to be as it should. But it still won't work. Is the map showing only the areas that the PC has traveled? Since that is what it seems to be showing...

    • Yes, it's only showing where the Player has traveled. If you want the Player to see the entire map, whether he's traveled it or not, turn off the Fog of War.

    • Oh, I mean is it supposed to show only the areas the player has walked , or the areas the player has seen? I mean, if you haven't explored an area to the north, and travel north for a while, you can see areas that haven't been traveled yet. Is the map then only showing where you have walked?

    • The map is supposed to show an area about ten tiles in each direction from the PC wherever he goes. This may include inaccessible places when they are close enough to the player's path. In my experience, this is just a little larger than the view on the screen when playing the game.

      If a map had no blocked areas, and you started north from the SW corner ten tiles in, moved over to tile 30 when you reach the northern border and walked south, then moved to tile 50, etc., you would cover a 200 x 200 tile map in ten passes. The map would show that you've "seen it all" when in reality there would be thin verticle areas which did not show on the screen at tiles 20, 40, 60, etc. If you did a similar experiment using the horizontal paths (10, 30, 50, 70, etc.) the unviewed strips would be larger because the viewing screen is not as tall as it is wide.

      Your actual results my differ slightly from this because your map is not 32 x 32 movement tiles.

      Hope that helps.

    • The screen in my game is 32x25 tiles, wich means it should show at least most of the screen as explored on the map. But as you can all see in the screenshot I provided, it doesn't. That ugly gray square is supposed to show the player's position on the map. He is in the middle of it. I will change it to an "X" instead, it would probably work better then, since none of the black would be inside the square. Thank you for your help, people.

    • Well, in this post, I don't know what I'm talking about, but you might want to increase the collision sphere in your hero animation.

      The engine doesn't exactly show what your Player has SEEN, but where he's WALKED plus a circle of tiles as RD said.