X
xorphinindi
Guest
I'm trying to make a map for my platformer game and I'm stuck in the planning phase because I'm not really sure what a good way to go about doing it is.
I know pretty well what I want it to do.
I want the full map of the area to appear in grey and then light up with a color once the room has been visited.
What I'm not sure about is what the map screen actually is.
My first thought is to draw a grey rectangle over the GUI and then draw map sprites for each room.
Every room would have its own sprite that can change color depending on whether or not it has been visited.
The problem with this seems like it would end up being a tremendous amount of sprites that would be a mess to draw exactly in the right spot.
My other idea is to draw a rectangle on the GUI like before, but use objects instead of just sprites to represent the rooms.
This way I can use the same assets and only need one object per room-shape, then I can re-color the specific rooms using the instance id.
This would also allow me to place the map-rooms manually instead of having to draw them at coordinates.
Similarly, the reason I don't like this option is that it would require a lot of little objects clustered together which feels messy.
The only other thing I could think of was instead of using the GUI, just move to a different room entirely, but that doesn't seem like it would fix the problems I've already mentioned.
I looked a bit on youtube for some sort of map-tutorial but it looked like there were only mini-map tutorials which aren't really the same thing.
I feel like there's a much easier way to go about this problem, but I'm having trouble thinking of it.
Do you know of a simpler or more streamlined way to make a map screen for a 2D platformer?
Thanks for any ideas.
I know pretty well what I want it to do.
I want the full map of the area to appear in grey and then light up with a color once the room has been visited.
What I'm not sure about is what the map screen actually is.
My first thought is to draw a grey rectangle over the GUI and then draw map sprites for each room.
Every room would have its own sprite that can change color depending on whether or not it has been visited.
The problem with this seems like it would end up being a tremendous amount of sprites that would be a mess to draw exactly in the right spot.
My other idea is to draw a rectangle on the GUI like before, but use objects instead of just sprites to represent the rooms.
This way I can use the same assets and only need one object per room-shape, then I can re-color the specific rooms using the instance id.
This would also allow me to place the map-rooms manually instead of having to draw them at coordinates.
Similarly, the reason I don't like this option is that it would require a lot of little objects clustered together which feels messy.
The only other thing I could think of was instead of using the GUI, just move to a different room entirely, but that doesn't seem like it would fix the problems I've already mentioned.
I looked a bit on youtube for some sort of map-tutorial but it looked like there were only mini-map tutorials which aren't really the same thing.
I feel like there's a much easier way to go about this problem, but I'm having trouble thinking of it.
Do you know of a simpler or more streamlined way to make a map screen for a 2D platformer?
Thanks for any ideas.