Friday Script – Map Image Generator

This thing is huge - and was a snap to export using Omegas7's script!

This thing is huge – and was a snap to export using Omegas7’s script!

If you want to get the most out of RPG Maker, learn Ruby. In the meantime, lots of talented scripters have done the work for you. Every Friday, The Iron Shoe features a fun script and goes into detail about how to use it. It also covers a little bit of Ruby each time so you can make even more out of the script.

Today’s script is mercifully easy to implement, and is an insanely powerful tool. Whether you’re parallax mapping, setting up map flow, or promoting your game, you’ll want high-resolution images of an entire map. A 17 x 13 screenshot just won’t cut it. So to get that, all we need is Omegas7’s Map Saver! Download, copy/paste the script into your game, and away we go!

Setting up the File

First things first, the script requires a blank canvas to drawn on. Take a look at the size of the map you’re trying to export, and multiply by 32. You can find it at the bottom right of your map:

40 x 50 gives you the grid, but remember that each square is 32 x 32 pixels. So our blank canvas will need to be 1280 x 1600 pixels

40 x 50 gives you the grid, but remember that each square is 32 x 32 pixels. So our blank canvas will need to be 1280 x 1600 pixels.

Using any graphics program – including Paint – make a file that is the correct pixel size. Name it “Blank.png” and put into the “Graphics/System” folder of your game (note: despite the comments in the script itself, you don’t want to put it in just “System” – you’re looking for a subfolder of “Graphics”). With that, you’re ready to set up the script call

Setting up the Event

You’ll need a single event for this script, with two pages. Follow the directions in the script, or just look at the following two images and make sure yours looks the same:

Make sure the trigger is set to Autorun, and that you turn on self switch A after the script call.

Make sure the trigger is set to Autorun, and that you turn on self switch A after the script call.

 

Again, make sure this is on autorun, and make sure the conditions are set to self switch A.

Again, make sure this is on autorun, and this time, make sure the conditions are set to self switch A.

 

One last little bit. Make your starting position the bottom left corner of the map.

Run Your Game

Boot up your game. As soon as you start a new game, the script will take over, scanning and generating. Soon you’ll have a beautiful map file like the one at the top of this post. You can find it in your game folder. The blank image will remain, in case you’d like to use it again!

Happy mapping!

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