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.