@Sgtelite78 To answer the radar question, you'll could use draw targets to achieve this. Think of them like separate little screens which you put on screen in an order of your choosing:
radarScreen = createImage(600, 300, image_rgba) // This creates an image of 600 by 300 pixels, with transparency enabled
mainScreen = createImage(gwidth(), gheight(), image_rgba) // This is your main screen which will eventually be sent to the frame buffer - width and height are whole screen width/height
//then, in your loop, you would probably want a function which draws everything to the screen.
loop
// game code
draw()
repeat
function draw()
setDrawTarget(radarScreen)
clear()
// draw enemies and player to this screen scaled down, or as "dots" - in defender style
setDrawTarget(mainScreen)
clear()
drawImage(radarScreen, gwidth()/2 - 600, 0) // draw the radar to your main screen image
// the rest of your drawing, enemies, player, etc. These could also be in their own draw targets for total control
// finally, draw your main screen to the frame buffer
setDrawTarget(frameBuffer)
drawImage(mainScreen, 0, 0)
update()
return void
I've put a clear() command after each setDrawTarget() because it's a catch all for problems you might face without them. Sometimes it's not necessary, but it's safe to assume you'll need them.
The "Ninja Scroll" game uses separate draw targets and compiles them into an image in a similar way I've listed here, if you wanted an example. It doesn't do anything like a radar display, however.