Metroid/Castlevania style maps

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Two types of minimap: "full map" and "player is the center" (square map and radial map)
  • I was wondering if anyone here would be able to give me a hand with making a Metroid/Castlevania style sub-screen map. I've been wondering how to do this for the longest time, and I need to figure it out for my latest game - Minitroid.

    I'm assuming most of you guys know how these maps work. If not, well..Instead of having multiple levels like a Mario game, you have giant areas composed of multiple rooms. When you open the sub-screen (pause menu) you get a map of the entire area that looks just like this:

    The map shows your current position, along with item locations, boss locations, etc.

    At first the map is "blank" and you can only see the rooms that you have already been to, but you can find these map station things that reveal the rest of the map. If the map is really big then you can scroll around to see the rest of it.

    Aside from that, most Metroid games have a "mini-map" in the top right corner that you can see when the sub-screen is not open. It conveniently shows your current position on the map without having to open the sub-screen. You can see it here:

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    Any help is greatly appreciated! I have tried this over and over again and have gotten nowhere - and that was in MMF2, which I'm far more familiar with than Construct. I'll be glad to credit anyone who can lend me a hand.

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  • I threw together a little something. It'll take some work on your end to get it going, but I think you should find it easy to adapt. Primarily, just resize the boxes (probably MUCH larger for the ones that check where you've been, and much smaller for the ones on the map), and you should have most of what you want. But you'll probably also want to make the squares on the map into sprites so they look a little different (try separate animation frames for each possible map square, and I think you'll probably be alright).

    It's got a strange little bug where it occasionally doesn't register a visit to a particular area. This should be solved by larger boxes, as I believe it's to do with hitting multiple new boxes in a single frame.

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