heyguy's Forum Posts

  • Really excited about this one! Working on a Metroidvania game and I've created a pretty decent recreation of a Metroid-style map display. All without an array and in 13 events! It's not fully polished yet but I'd like to write a tutorial for it when I'm done.

  • New updated capx and gif folks. I've finally implemented a Metroid-style scrolling update for the mini map. Now I need to fix the issue that happens when you're overlapping and highlighting two tiles at once. I need to somehow make the game check what tile the player is overlapping with "more" and highlight just that tile.

    I've created a small bug that's not noticeable in the gif. I created it when I added this Metroid-style scrolling effect. When the player moves to a new tile, that new tile quickly flashes on and off before turning. And that just repeats.

    https://www.dropbox.com/s/fa1bsrv7ns2ey ... .capx?dl=0

    Am I allowed to write a tutorial for this? I don't have access to the write a tutorial page.

  • haha! New capx and gif ya'll. That was quick. I implemented a Metroid-style scrolling. Now I just need to fix the issue that happens when you're overlapping and highlighting two tiles at once. I need to somehow make the game check what tile the player is overlapping with "more" and highlight just that tile. There's also a small that's bug not noticeable in the gif. When the player moves to a new tile, that new tile quickly flashes on and off before turning. And that repeats.

    https://www.dropbox.com/s/fa1bsrv7ns2ey ... .capx?dl=0

  • Hello everyone! I'm using the canvas plug-in to create a picture-in-picture Metroid style mini map (without an array) and I've been pretty successful so far. It needs one or two more tweaks before it acts exactly like Super Metroid. Here's the capx and a gif. I've commented as best I can.

    https://www.dropbox.com/s/81tgl80ukskhk ... .capx?dl=0

    It need some polish. If you stand between two tiles, both turn yellow. The mini map jumping along with the player is weird. I'm trying to get the map to scroll like this.

    I had this idea. Instead of the canvas mini map following the playerIndicator, it would follow whichever blackMapTile is currently playing the "playerOccupied" animation. Would something like this be possible because I can't get it to work.

  • Made some updates to my mini map. It's one step closer to basically working like a Metroid-style map. Now the current overlapped tile (and only the current overlapped tile) highlights. The code was simple enough...but it took me two days. <img src="{SMILIES_PATH}/icon_e_ugeek.gif" alt=":ugeek:" title="Uber Geek"> Here's a capx and gif. I think I'd like to write a tutorial on this system if/when I get it working in a more polished state.

    https://www.dropbox.com/s/81tgl80ukskhk ... .capx?dl=0

    As you can see towards the end of the gif, it's not perfect. You can overlap two tiles during camera transitions. I don't think I can do anything about that. I'll get around that though by taking control of the player and moving them manually during transitions.

    Can anybody help me come up with ideas on how to get this mini map system to look/act like this? Or help me find a way so that map doesn't jump when my player jumps.

    I have one idea but I don't see how it will work. It goes something like this

    Every tick |playerIndicator on overlapping with blackMapTile = set playerIndicator to center of the blackMapTile

    I'd try to get something like that working. But if playerIndicator is centered to one blackMapTile, how will it move, collide and overlap with another tile and recenter again? Thoughts?

  • The list goes on and on indeed!

    match 3

    puzzle

    brawlers

    visual novel/choose your own adventure

    rpg

    card game

    mobile game

    point and clink adventure game

    clickers for mobile

    Take a look at the classic retro consoles that came before the Playstation 1 and the N64. You could pretty much create any 2D game that came out on the SNES, Genesis, NES etc. So many genres and way to go about creating them!

    You can create anything 2D that never existed in that era too! Take a look at Papers Please! Pretty unique game! I think Papers Please was created using the Game Maker Studio Pro. That's a 2D game in a hard to define genre but you can probably make it using C2.

  • Hey tutyses! Thanks for the comment! No, I haven't tested this on mobile. Whenever I finish my two games, the mobile version of the game won't have a mini map. There's just no space on a mobile screen for that but also it really just won't be necessary for smaller scale Metroidvania. A regular map screen will suffice.

    I am worried about how performance intensive this possibly is on PC though. I've got 3 fairly powerful PCs and they all run this prototype ok. I'm striving for NES limited graphics style and supposedly having a retro looking project is not a strong hit on performance. I don't know though.

    I have made some progress on the mini map though! And I'm sharing the capx too! I've now added a Metroid-style visibility feature to the system. I don't think I've seen a mini map system created exactly like this on the forums so I though I should share my creation! I'm not doing anything very complicated. It was all deceptively simple. I just glued a few ideas together to make it work. I was really intimidated by having to create an array in order to set up a proper mini map. So I desperately brainstormed/researched for another solution that wouldn't include tedious math and I came up with this ! Here's a capx example!

    https://www.dropbox.com/s/t7b4l7g1e49h6 ... .capx?dl=0

    I've tried my best to comment it clearly so anyone can understand how it works. Any questions, let me know. You need the canvas plug-in by R0J0hound for this map to work correctly!

    It's not perfect but it beats having to deal with a large and fussy array! I'm sharing it with everyone in hopes that maybe we can polish it up together as a community. From what I've researched, mini maps seem to be a pretty arduous thing to get working in a Metroidvania-type C2 video game. I think this system I set up makes a pretty good alternative but it needs some better polishing by more talented C2 thinkers!

    Please take a look at my help post if you've got the time! how-do-i-create-and-perfect-a-super-metroid-style-mini-map_t180262 I'm asking others for help tips and tricks on what might makes this a more professional mini map. I'm currently trying to get it to work more like Super Metroid (black map that slowly reveals itself through exploration, the "tile" you're map indicator is overlapping flashes displaying your position on map).

  • klabundee Sounds cool! What kind of game play do you imagine the game having? Would it play similar to any games out there?

  • Np! I was pretty intimidated by an array based mini map so I desperately researched/brainstormed a solution to avoid doing math. This tutorial/capx was also invaluable.

    https://www.scirra.com/tutorials/747/zo ... a-movement

    Anyway, two questions to anyone out there.

    Question 1. Is there anyway to disable or prevent the mini map player indicator from jumping along with the player? I tried to destroy the indicator while the player Is jumping and spawning it again On Land but that breaks the mini map camera.

    Question 2. This is possible, right? I want the blacktile on the mini map to flash, indicating your position on the mini map image. I need to find a way for each blacktile to switch between 3 different states I think. Explored, unexplored, playerOccupied. Right now, I'm only able to do one thing at a time. Clear the map black tiles to see the map underneath, turn the entire map yellow and flashing or have the entire map stay black and unexplored. Here's a pic of my capx. I hope I explained this thoroughly.

  • I think there's definitely room in the market for spiritual games. When I think of "spiritual games" I think of games like "Gone Home" for some reason. A game that concentrates on story, feeling, emotion, atmosphere. I think it depends on the kind of main game play loop you create that will get people interested or not in your spiritual game.

    Look at the game "Shiva". It's an adventure game where you control a Jewish Rabbi. The game play was a point and click and you would get into conversations with characters where you could choose your dialogue. I liked the game because I liked the Rabbi character. Both religious and spiritual.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hey ya'll, I'm adding a capx of the mini map system I've got working. Don't think I've seen a mini map created exactly like this one on the forums so I thought I'd share.

    https://www.dropbox.com/s/t7b4l7g1e49h6 ... .capx?dl=0

    This is basically a combination of this splitscreen capx, this mini map capx and "reavealing map" capx.

    solved-split-screen_p829081?#p829081

    https://www.scirra.com/tutorials/950/dynamic-mini-map

    https://www.scirra.com/tutorials/564/revealing-map

    I hope I can start some sort of discussion on mini maps in general. I'd really like to add some more functionality to this mini map. Stuff to make it look and act a little more polished (like no jumping map). Currently, I'm trying to get the specific "tile" you're standing in to flash (like Super Metroid) without the other tiles acting out.

    Here's what I thought I could do but I'm tripping over myself. I added two instance booleans to the blackTile, explored and active and both are false. On the start of the game, the player enters a "tile" and both explored and active=true. When the playerIndicator moves to another tile, previous tile is explored=true, active=false and the new tile is explored and active=true. Hope this makes sense.

    The sprite would change from being unexplored(black sprite), active(flashing animation) and explored (black sprite set invisible or opacity 0 or whatever). Switching between the states is sorta confusing me... again. Guess I'll have to check out the state variable tutorial I have bookmarked!

    edit: hey, updated the capx. Previous one was impossible to traverse without extra abilities. Also, please please please, does anyone notice the weird graphical artifacts in my capx? It looks like straight up NES sprite glitching! What's going on? That's not good I think.

  • Dang! Holy smokes guys! I've got visibility working in my mini map guys I just covered the mini map up with small black sprites. When the playerIndicator (which is set to invisible) on the mini map overlaps with a black tile, the black tile is destroyed and you're able to see more of the map. Right, I have the tiles destroying only when the playerIndicator overlaps with black tile AND the player collision box is on the ground. That way, the playerIndicator can't jump into a black tile and expose visibility somewhere else the player hasn't actually accessed yet. You can pretty much see how the mini map system works at the end of my gif.

    Yeah I'm pretty sure I might not even bother with an array based mini map now that I have my mini map system working with this added functionality. I can really start to imagine different possibilities for this system now. Still, I'm only a newbie at Construct 2. I'd really appreciate some guidance. Any ideas you guys can come up with to make this mini map system a little better, nicer and more professional? I guess now that I have visibility working, I want the tile that you're on to be flashing, like Super Metroid. What else would add to this mini map system? And does anyone think this deserves some sort of tutorial or example capx? I'd love to share and give other people ideas on how to create!

    Anyway, I'd still appreciate some help on what I'm doing wrong trying to replicate Madame Berry's work. How do I get that system to work without the array like she mentioned in her tutorial?

    Another thing, now that my mini map system works a little more professionally, I need to polish actual map image so it looks pretty and aligns better with the black tiles. So since I'm not using that array based map, my black visibility tiles are not perfectly square. My window size is 320*224. I copied and pasted my layout from C2 into photoshop and painted a blue map on top of that. Then I had to rescale it in C2 to a tinier size and repaint on it. Sloppy workflow. Any tips? This could be tedious too (in a much simpler way, less math intensive way )

  • Hey, thanks for the comment 99Instances2Go So I'm creating two games from all this prototyping I'm doing. One mobile game and one PC game. Both Metroidvania style platformers. Hopefully for the PC release, I can include gamepad support and that's one of the reasons why I want a weapon wheel.

    The cross hair/cursor won't be visible when you bring up the weapon wheel in the final version of the game. Right now I just have it visible in the mean time as I experiment. Maybe that is what is messing up the events from working correctly?

    I'm not sure how GTA handles it's weapon switch behind the scenes but I do know it uses the mouse to scroll around the weapon wheel to select a weapon (when playing with mouse and keyboard). I do agree that the cross hair/mouse hopping around the screen for weapon select seems weird, wonky and complex. I'm not sure how GTA gets around that problem...proprietary engine?

    I really want to replicate something like GTA. And the Witcher 3. Basically every game has a weapon wheel selection system like this. Mouse scroll is actually a really good idea that I forgot to think of. Naturally mouse scroll for weapons will be included on the PC version with using mouse and keyboard.

    [quote:2dzjv6dg]I think (just an opinion as so many) if you see the aiming cross as 'the direction it will shoot to', things will get easyer to archive. Then the aiming cross can move on a fixed circle arround the player. Effectively show direction the player is shooting towards. Now it is easy to snap that aiming cross back to that place after un-showing the wheel.

    [quote:2dzjv6dg]And use a controlled aiming cross to represent the direction that one shoots to.

    Hey sorry, I don't think I understand. Do you think you can elaborate a bit?

  • NetOne Hey, thanks a bunch! You definitely fixed the problem in the capx. I tried to implement the simple changes into my prototype level but rotation is still broken . Sorry this topic has been going on for so long folks! No matter what I do, I just can't get the cursor to point to the mouse.

    Still the same problem, posted a gif. It rotates nicely but not correctly. I'd post a pic of the event sheet but it's laid out exactly like in the updated capx! I just can't believe nothing I try works. I can't think what the problem might be seeing as the capx example works fine. I have 13 layers. Could that be it? What in my layout could be causing the mouse and weapon wheel cursor not to work correctly?

  • edit: changed my topic name since I've created a mini map system I'm probably sticking with. I need some help polishing it and making it work more professional. it's not a traditionally array based mini map like Super Metroid or examples found on this forum.

    Hey all. I posted something about mini maps in the game design sub forum but maybe that's not best place to ask for help like this. I know this is a pretty in-depth topic and it has been discussed previously but I need some help on this subject. I'd appreciate any and all help. Basically, I'm creating my own Metroidvania and I'm trying to wrap my head around how to create a functional, moving mini map.

    So I've actually already created a mini map <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> I was too scared to create a proper array-based mini-map and I created a picture-in-picture system. I think it's pretty decent. I'd like some help with how to polish this current mini map or advice on how to create another system. If I were to stick with this probably inferior mini map system, how can I make it look and work more polished and professional? Any art/code/ game design advice appreciated.

    After some research, I think an array based map system similar to Super Metroid (one that slowly ticks visibility as explored) might be tedious to deal with. I like my current mini map system because well...it's easy and simple for an artist like me. Obviously this system has drawbacks. The player indicator jumping looks weird. It looks a little sloppy currently. The entire map will always be displayed on the mini map (no blacked out rooms being discovered). Unless there's a workaround for this? I think there should be, I have each room locked to a metroid-style scrolling camera zone and I could probably use those camera zones for something. That why I ask for tips on possibly polishing this current mini map system. I'd be perfectly happy with a map and mini map system that just highlights the room the player is in like this.

    http://images.pocketgamer.co.uk/images/ ... er-01a.jpg

    I'm not married to creating something exactly like Super Metroid (but I'd still love one). In the end though, I really just want a functional, updating/moving mini map that looks professional. If there are other ways to create a mini map, please point me in the right direction.

    I'm still trying to create a Super Metroid style map if I can. I found a Super Metroid style mini map tutorial online but I can't get it to work. Can someone take a look at my events please?

    http://madameberry.com/post/14486564952 ... rt-1-setup

    In the tutorial, Madame Berry says you can skip the array step if you want to an "found/unfound" map system. I want to try that for now but it looks like in her final code, she uses an array to get the map to work. I'm not sure if I missed a step or if I was just suppose to intuit the what to do in place of an array but I don't know how to get the map to work. Can anyone help me get this Metroid style mini map working? And/or can anyone give me some helpful suggestions for my current map or advice on how to go about creating another moving mini map system? Thanks so much for reading my long post!