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(+1)

No problem! And yeah, I could tell that it was a little tricky with the doors. Just by playing, it seemed like you had a problem very similar to what I had with the transition from tutorial to house party. I'm assuming you were using an AnimationPlayer to fade in/fade out to accomplish the metroid door effect and to also hide the camera's movement because you? I noticed early on there was a point when leaving one room, the next room is slightly higher and the fade in/out didn't completely hide the camera's movement to the player.

From my very limited knowledge of them, I do know they can be used to accomplish that. I just haven't explored multiple viewports enough to explain how it would work. But your solution sounds much less janky than mine. Except for this time, after I make all the rooms, I use another tilemap to trace over the rooms, use get_used_cells() and create the skeleton of the map that I screenshot in-game. The actual map scene takes that screenshot and I use polygon2ds to manually add details to map. Of course it listens for room transitions sent by Area2Ds and updates the active room, reveals new rooms, etc. But the scene tree basic looks like:

  • TextureRect
    • Room00
      • Polygon2D (the room boundaries)
      • Polygon2D ( for the room interior texture)
      • Polygon2D (for however many doors I have in that room.

And it continues likes that. So very time consuming and janky. So one of my goals for next year is to make the classic minimap likes yours. Just need to figure it out. As for the combat spacing, yeah I meant the hitboxes. Also, adding gamepad support is the same process of assigning keys in the input map, if you didn't know already. And for a first finished game in Godot, huge congrats.