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MMM - Metroidvania Mini Map - Room based minimap

Discussion in 'Assets and Asset Store' started by JohnnyA, Jan 2, 2017.

  1. JohnnyA

    JohnnyA

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    Screen Shot 2017-02-25 at 10.30.14 AM.png

    MMM is a room based mini-map system which provides a metroidvania style mini-map with rooms are exposed one at a time.

    The kit uses standard Unity conventions to make it extremely easy to use. You can set up a basic room-based mini-map in under a minute. It includes the ability to mark points of interest like doors and loot and a fully worked sample is included.

    MMM is intended for use in 2D games but can also work with 3D games with a 2D map projection.

    -=-
    Price:
    $25 USD
    Video:


    Screenshots:

     
    Last edited: Feb 24, 2017
  2. rfuhrer

    rfuhrer

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    Wow, this looks really cool. I guess I have to think about adding a map to my game after all
     
  3. JohnnyA

    JohnnyA

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    Blah, have to resubmit, forgot to tick a checkbox which means the sample doesn't work out of the box. Back to the end of the line.
     
  4. AMO_Noot

    AMO_Noot

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    This looks fantastic, John. Good video explanation as well!

    A few quick questions though:

    -How does the asset handle multiple scenes? My metroidvania project is made up of easily 100+ scenes, and each scene could potentially take up 1-6 'rooms' on a map. Since most metroidvania projects will also likely have many scenes as well, I'm assuming there is a way to tape all of the rooms from different scenes together on the map and make sure it remains cohesive?

    -I love that you added the full map option. Since, again, my map is pretty huge; does the Full screen map support scrolling up/down/left/right for the player to view the entire map?
     
    Last edited: Jan 15, 2017
  5. JohnnyA

    JohnnyA

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    1) At the moment multiple scenes will only work if the rooms are still offset from each other but I'll look to update that with the ability to include an 'offset' in to the world map coordinates. Should be simple. I wont resubmit as I don't want to go to back of asset store approval line, but will make the update straight after the first version is released.

    2) Its Unity UI you can use standard scroll area. There's also method to call to auto-scroll to current position, or a point of interest.

    PS Happy to send you an 'early access' copy to take a look.
     
  6. AMO_Noot

    AMO_Noot

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    Cheers, sounds good. I may take you up on that this week!
     
  7. JohnnyA

    JohnnyA

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    Asset Declined - Unity doesn't like use of metroid in the name even though its a portmanteau of two names that has become synonymous with a genre of games. Wimps :)

    Hopefully its not too much effort to change the name everywhere... suggestions?
     
  8. AMO_Noot

    AMO_Noot

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    D'oh! That's silly; it's an established genre tag even on Steam, no different than Roguelike.

    Hmm.... how about Exploratory Platformer Room-Based MiniMap? Doesn't quite have the same ring to it...
    Hopefully you can tag the Asset in the store with a 'Metroidvania' tag without any trouble.
     
  9. AMO_Noot

    AMO_Noot

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  10. JohnnyA

    JohnnyA

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    I'm working on the multi-scene support before resubmitting. Bit more to it than I originally expected.
     
    AMO_Noot likes this.
  11. AMO_Noot

    AMO_Noot

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    @JohnnyA Have ya resubmitted, or are you still working out the kinks in the multi-scene stuff? Either way, excited to try it out. :)
     
  12. JohnnyA

    JohnnyA

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    Multi-scene is done (added save and load which was a bit of a silly omission). Hoping to do a video shortly (today), then update doco (this week), then resubmit (weekend).
     
    AMO_Noot likes this.
  13. JohnnyA

    JohnnyA

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    Submitted and doco updates, just waiting for approval.

    Quick look at multi-scene:

     
    AMO_Noot likes this.
  14. JohnnyA

    JohnnyA

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  15. JohnnyA

    JohnnyA

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    Also note I had to take 3D sample out as you are no longer able to include Unity Standard Assets in a package. If you want a copy of the 3D sample send me a support request.
     
  16. JohnnyA

    JohnnyA

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    Bumpies
     
  17. AMO_Noot

    AMO_Noot

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    Cheers John, snagging it right now to test out soon(!).
     
  18. JohnnyA

    JohnnyA

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    Hi guys thanks for purcahses, would be great if you can leave some reviews. Of if you need more features let me know!
     
  19. JohnnyA

    JohnnyA

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  20. JohnnyA

    JohnnyA

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    Metroid!
     
  21. Vaulcul

    Vaulcul

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    This is a great asset!
    I've been playing with it and hope to fully incorporate into my current project. :D
     
  22. MetaMythril

    MetaMythril

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    @JohnnyA I'm getting the following error when I try to build for Android on Unity 5.6.4p3

     
  23. JohnnyA

    JohnnyA

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    Hi @MetaMythril can you drop me a line via the support website or support email.

    - John A
     
  24. MetaMythril

    MetaMythril

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    I was able to resolve the issue by removing the limited Platformer PRO library that's included with the sample demo and references from the project and was able to successfully build the project after that.
     
  25. MetaMythril

    MetaMythril

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    @JohnnyA other current issues I'm having.
    • Changing UI to "Screen Space - Camera" appears to break the "current position" indicator.
      Fixed this by removing the Y=2 offset that was on the indicator object and now it's lining up properly.
    • Attempting to customize the size of the minimap viewport/scroll area apparently broke its ability to scroll/center the room I'm currently in.
      Ok, figured out the reason for the lack of scrolling, I had sized the MapContent to be the same size as the window, so there was nowhere it could effectively scroll. This introduces a different issue. It doesn't seem that the Minimap increases the bounds of MapContent container as elements are added, so you're left with establishing a massive unknown amount of content area to ensure that content can securely scroll. Even with that, scrolling doesn't manage to keep the current room centered in the center of the minimap. It slowly begins to become off-center as the map builds out.
    • I'm also having some trouble getting the map to center properly from the start.
      I finally tweaked the Room Offset values enough to line things up to a satisfactory amount. I also needed to tweak the Grid Size and Room Sizes to properly reflect the native size of my map chunk dimensions as they are 10x8 in size, I had to change my Grid Size to 0.5 and set my Room Sizes to Width=45 and Height=36 (which produces a tile of equal 45x36 size at Map Scale 2x2).
    Some of this is likely due to my rooms not starting at [0,0], but I've attempted to compensate by using the Room Offset values, but it's very imprecise as to how to derive precise values to get an exact offset.

    I've managed to line up the room cells enough to get the corresponding minimap rooms to appear properly stitched together. My main issue is trying to get the minimap to properly snap the current room to the center every time I change to another room area.

    EDIT: Updated with comments as to some fixes I've managed to work out on my own, but I still have the issue of the minimap view not properly snapping the view of the current room to the center of the map.
     
    Last edited: Jan 20, 2018
  26. JohnnyA

    JohnnyA

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    As mentioned above please use the official support channels.
     
  27. MetaMythril

    MetaMythril

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    Sent my message via the support site, but be advised, MMM is not listed as an available option under which asset I'm reporting and is a required field, so I selected Platformer PRO for the time being.
     
  28. theElderOne

    theElderOne

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    Hey @JohnnyA I'm on a two-man team, and this asset is just what we need. I just have one question, do we both need to buy the asset, or just one of us?
     
  29. krischan777

    krischan777

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    I am looking for a solution to make a room based minimap. So I found this thread, but the asset is gone. Any hints for a solution? I think I will do my own way, the idea is a self-generating minimap from the rooms in my scenes with simple blocks for the room, markers for the doors and specials.