<img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> I've got something working in-game. After extensive searching on the forums, I started thinking my picture in picture idea wasn't so crazy after all. I downloaded the canvas and paster plugins by R0j0hound and implemented a small screen in the corner as the mini-map.
Right now, I need to figure out the math for displaying the mini-map player indicator correctly in relation to the mini map sprite and the actual players location and centering the second camera/screen/mini-map pip on the indicator. The indicator seems to be at my 0,0 position of the mini-map screen. In my gif, I'm basically at the top-left section of my game level layout (near origin). My little map indicator isn't tracking the player correctly on the scene. I placed my mini-map image and indicator sprite near my spawn so I could see what it was doing. Here's a event sheet. Maybe someone can seem a simple math mistake. I got so excited I got this working, I came to post here and haven't really troubleshooted this yet <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">
I think this is a pretty decent and lazy way to make a mini map. I'm open to other ways of creating a mini map system though if any one's got some though.
I also found two links with info on how to make a Super Metroid style map system. The forum post even has a capx! I really like how professional and elegant that style looks but I'm afraid it would be too difficult for me to implement. I will experiment and make my own map of this kind but I think I'd rather make a mini map another way if possible.
http://madameberry.com/post/14486564952 ... rt-1-setup
viewtopic.php?f=147&t=75959&p=630013&hilit=super+metroid+map#p630013
The capx example looks like it could be very tedious! Imagine having to create a big array and manually placing all those tiles on a very large map. If I were to try and attempt to make a map like this, I should probably wait until the very end of game development right? I still haven't finalized my entire world layout so I don't want to do any work on a map system I'll have to change later. Either way, looks like I'll have some serious work ahead of me if I choose to make a map and mini-map this way.
That's why I said before, I'm not married to the idea of creating a mini-map system exactly like Super Metroid! I'm willing to contrive a reason to fill the entire map in at the start (through story purposes or whatever) if it means I don't have to do the tedious work of having the map slowly "tick" into view. Or instead of the map ticking in visibility every 8*8 increments, my map system can just "highlight" the entire room the player is in and slowly fill in the map room by room. A system like this sounds functional and wouldn't turn my hair gray creating it. It might look something like this.
http://images.pocketgamer.co.uk/images/ ... er-01a.jpg
Anyway, I'd really like to talk about maps in action-adventure platformer games and Metroidvania-type games.
Does anyone know of any good examples of good, simple, functional maps and mini-maps in Metroidvania games? Or any game really. Preferably stuff that isn't like Super Metroid?
How would you guys go about making a map system if you were making a game like this on Construct 2?
What does everyone think would be a good mini-map system in a Metroidvania game made in Construct 2 by a single artist not great at math and programming.
Maps, maps, maps!?!
Hope my post makes sense. Thanks for reading!
edit: fixed the issue with the indicator displaying correctly. All I had to do was set the origin point to the the top left <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing">