![]() (Either method would result in a minimap like Samus Returns for collectible collection)ĭraw_sprite_part(spr_MinimapEmpty, 0, charXMMPos - mmW/2, charYMMPos - mmH/2, mmW, mmH, cx + cw - mmW - mmBuf, cy + ch - mmH - mmBuf)ĭraw_sprite(spr_PlayerIcon, 0, cx + cw - mmW/2 - mmBuf, cy + ch - mmH/2 - mmBuf) ĭraw_sprite_part(spr_MinimapCollectibles, 0, charXMMPos - mmW/2, charYMMPos - mmH/2, fillInSize, fillInSize, charXMMPos - mmW/2, charYMMPos - mmH/2) ĭraw_surface_part(surf, charXMMPos - mmW/2, charYMMPos - mmH/2, fillInSize, fillInSize, cx + cw - mmW - mmBuf, cy + ch - mmH - mmBuf) This doesn't seem to be working though. Second quick question: Do you think it would be easier for me to have 3 variations of the map, one unrevealed, one revealed with collectible icons, one revealed with a little grey dot for where collectibles were and just have if you collect a collectible it paintbrushes down to the little grey dot map and if not it goes to the one with the collectible icon, or would it be easier to just have two maps, one unrevealed, one revealed then just manually place each collectible icon on top of it and switch them out for the grey dot once collected. But I still don't know how I would reveal a paintbrushed area of the map. }This would solve the problem of rooms not being perfectly proportionate to the map. One thing I did think of for character positioning is to simply tell the map object that this specific room is from coordinates say 645, 1245 to 859, 1598 and then take the position of the character in the room and compare it to room_height and room_width and then use that to determine where the char is on the minimap basically with the formula: (This is closer to how the Hollow Knight map works than Metroid maps) So basically I'm wondering if anyone has a better solution than the tile-based map revealing system that would allow me to more or less reveal a circle or an oval or it could even still be a square around the character's position on the minimap but would basically paint the "revealed" area as if you were a paintbrush tool in photoshop instead of having predetermined cells and turning each cell on or off. ![]() ![]() (This also happens in Dread btw, since the squares are much smaller than in previous games and some of the rooms have slanted ceilings, there will be a tiny little triangle that is "unexplored" unless you space jump up to it and hug agross the slanted ceiling, which I find annoying, hence why I don't want it to work like this) The other problem is that since my rooms aren't all multiples of a standard tile size, there would be parts where it would fill in all of the room on the minimap except like 2 pixels on the corner and you'd have to go all the way into a corner just to fill out that tiny little space, which I don't really like that much. This also comes with the added problem that my rooms are not 100% proportional to the map (as in, if one room is 128% the size of the next room, the minimap may show that it is 125% of the next rooms size, since exact 1:1 would actually not always make sense as it would cause some rooms to overlap some) They're fairly close most of the time, but a little off. I'd prefer it if it simply revealed everything within an x pixel radius of the player on the minimap more or less so that it doesn't look like Metroid's map where it's just a bunch of squares. This is a cool concept, but I was hoping for one that wasn't tile based. I've done a little bit of research and a lot of people are suggesting a ds_map or a 2d array with coordinates of the main map and then toggling them true or false depending on if they have been gone to or not and then covering up the map with an overlay and deleting the tiles on the sections that have been explored, effectively updating the map. So I really like how Hollow Knights map system works, but I'm really struggling to figure out a good way of updating the map. ![]() Hey! So I'm working on an update to my metroidvania game and I want to add in a minimap for chapter 2 of my game. ![]()
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