This is a kind of system where you simply can't just start coding without a plan of how it should work. If you're only interested in the implementation you can skip this part and continue to the next section. If you just want to look at the code you can do so by downloading the sample project: Download The tutorial is divided into these sections: - How to approach the problem - How to create a basic field for movement - How to apply these fields to events - How to expand on the move field to take different terrain into consideration How to approach the problem This section is purely theoretical and about how to think about approaching custom systems in general and this one in specific. This tutorial will require knowledge of Pointers as well as basic understanding of how coordinates work among other things. A tiny warning: this will assume at least intermediate experience with rm2k3, so if you're new to the engine and find this quite baffling, it's because this tutorial isn't suited for beginners. In this part I'm going to show you how you can make your heroes (or whatever else you'd like) move within a given range of tiles. It will include stuff how to deal with the health, some simple AI and more. This is going to be the first part of a series on how to build a basic Tactical Battle System in rm2k3.
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