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Map Test(like Castelvania:SOTN, and Metroid)

PostPosted: Sun Apr 01, 2012 6:05 pm
by RippeR7420
Image

This is a little demonstration of how I would do a map like in Castlevania: Symphony of the Night, Or Metroid.
It's not perfect, but I hope it will help someone out there :)

CONTROLS:
Arrow Keys: Move
M: Show/Hide Map

I have attached the .EXE and a .GED file so you could look at/alter the code.
and if you would like to use the graphics I created for the map, Be my guest. :)





This is a screenshot of the game-play. I used very basic Script, so please excuse the errors(If you find any).
and Very simple graphics also. (If you would like to use that tile-set, Go ahead) :)

Image

I hope this helps!!!

-RippeR

Re: Map Test(like Castelvania:SOTN, and Metroid)

PostPosted: Sun Apr 01, 2012 6:11 pm
by Hblade
cool :D!


found a bug though. :) That is:
When you press M just before you hit the ground while falling, then exit the map, the tiles vanish.

Re: Map Test(like Castelvania:SOTN, and Metroid)

PostPosted: Sun Apr 01, 2012 6:47 pm
by RippeR7420
Haha thanks Hblade! And yeah I noticed that also. Should be an easy fix though. I think it has something to do with when you press M down, it changes the value of the variable. And when you release M, it sets the event.

Re: Map Test(like Castelvania:SOTN, and Metroid)

PostPosted: Sun Apr 01, 2012 7:48 pm
by Hblade
oh ^^'

I love this map idea though! :D its amazing.

Re: Map Test(like Castelvania:SOTN, and Metroid)

PostPosted: Sun Apr 01, 2012 8:45 pm
by JamesLeonardo32
Fantastic.

Just looking through the coding was inspiring, and i like the colour changes for some reason.

+1! (when i can, i just recently gave one!)

Re: Map Test(like Castelvania:SOTN, and Metroid)

PostPosted: Mon Apr 02, 2012 12:25 am
by happyjustbecause
Nice job, I've liked this type of map, I'll add this to my Techniques Often Used In Games post, I forgot to add this kind of map. But nice job! I +1ed by the way :wink:

Re: Map Test(like Castelvania:SOTN, and Metroid)

PostPosted: Mon Apr 02, 2012 10:19 am
by JamesLeonardo32
happyjustbecause wrote:I'll add this to my Techniques Often Used In Games post

Yeah, though its often, most times its pretty cool.

Re: Map Test(like Castelvania:SOTN, and Metroid)

PostPosted: Mon Apr 02, 2012 10:54 am
by lcl
Hey, pretty cool, nice work dude! :D

Hblade wrote:found a bug though. :) That is:
When you press M just before you hit the ground while falling, then exit the map, the tiles vanish.

The tiles don't vanish, the player falls through them into the void because his yvelocity doesn't change when using EventDisable();
So, his collision events are off, but he has his yvelocity and that makes him fall through the tiles.

@RippeR7420: To fix the bug, just simply set Player.yvelocity to 0 before disabling his events.
Or if you want to make it even better, make a variable, store players yvelocity to it, then set the yvelocity to 0 and when enabling players actions again set his yvelocity equal to the number stored into the variable! =)

Very good work RippeR!

Re: Map Test(like Castelvania:SOTN, and Metroid)

PostPosted: Mon Apr 02, 2012 10:58 am
by JamesLeonardo32
lcl wrote:make a variable, store players yvelocity to it, then set the yvelocity to 0 and when enabling players actions again set his yvelocity equal to the number stored into the variable! =)

I did the exact same thing when making AXRIA long ago, before i gave up with the menus and went to a normal pause function!

Good times =)

Re: Map Test(like Castelvania:SOTN, and Metroid)

PostPosted: Mon Apr 02, 2012 5:02 pm
by RippeR7420
haha, yeah I know :)

it only took me about an hour, and i didnt really test play it too much, just made sure the map worked :)