Bahamut Lagoon! I love that forgotten gem, it had an amazing interactive environment that I hadn't seen again in TRPGs until the day I played Divinity Original Sin. BL also had that system in which you fed items to your dragons and they "evolved" and became more aggressive or shy, loved or hated you, etc depending on what you fed them and that is something I had never seen again in a game (maybe one of the newest Pokémon games has it, but Sapphire was the last one I played)
I was wanting to know how I can create grid based map movement within a vertical and horizontal lined visual map individual visual squares! But problem Is trying to show a filled square block just previous to players directional movement within the grid map!! I'm using RPG Maker VX Ace! I am not familiar enough with Unity or Unreal to make anything. Any Help or suggestions please?
Hex is a bit more complex, but you can find some extra resources to help you code it online: www.gamedev.net/page/resources/_/technical/game-programming/coordinates-in-hexagon-based-tile-maps-r1800
GDquest Thanks for that link. Seems I need to brush up on my math. I understand that hex grids are more complex but it feels more organic and looks better than square grids imo.
GDquest Thank you so much for this! I have an idea for using a Hex grid for certain contexts in the game I'm pre-designing, bit finding resources for coding them is difficult.
A very late reply, but www.redblobgames.com/grids/hexagons/ is the defacto source on hex grids. Lots of good information including a way to use cube (x,y,z) coordinates.
I'm programming a game that is grid based in terms of how the majority of objects are displayed but with pixel based movements. So when the character or the view window moves it moves one pixel at a time (I can program different speeds changing the duration between each time it should move using sdl_getticks), but this system has proven hell when calculating collision. I can't seem to calculate the equivalent of where the character is from a pixel to pixel point of view to a grid (16 x 16 pixels = 1 tile). Anyway, I think I will give up on this system and implement one like in dragon quest 6 (half-grid).
If you wonder why, it's simply because Isometric means that there is no depth. It's a visual representation that doesn't take into account traditional perspective rules. A 2.5D representation would be having a 2D game with multiple levels of depth. Hollow Knight could be a good example.
Bahamut Lagoon! I love that forgotten gem, it had an amazing interactive environment that I hadn't seen again in TRPGs until the day I played Divinity Original Sin. BL also had that system in which you fed items to your dragons and they "evolved" and became more aggressive or shy, loved or hated you, etc depending on what you fed them and that is something I had never seen again in a game (maybe one of the newest Pokémon games has it, but Sapphire was the last one I played)
I thought you were going to explain how to implement something it in a godot game
@@jaxxjayce432 why would I want that?
I love strategy Game, one of them is Final Fantasy Tactics Advanced
Dude I really love your work. You are amazing.
Great series of videos! Looking forward to more!
I wish you could tell more about board games though.
I was wanting to know how I can create grid based map movement within a vertical and horizontal lined visual map individual visual squares! But problem Is trying to show a filled square block just previous to players directional movement within the grid map!! I'm using RPG Maker VX Ace! I am not familiar enough with Unity or Unreal to make anything. Any Help or suggestions please?
I love Dofus and Wakfu D=
Great video!
This was a great video. I'm doing some research on hex grids at the moment and wondering if it's possible to implement it into my game idea.
Hex is a bit more complex, but you can find some extra resources to help you code it online: www.gamedev.net/page/resources/_/technical/game-programming/coordinates-in-hexagon-based-tile-maps-r1800
GDquest Thanks for that link. Seems I need to brush up on my math. I understand that hex grids are more complex but it feels more organic and looks better than square grids imo.
GDquest Thank you so much for this! I have an idea for using a Hex grid for certain contexts in the game I'm pre-designing, bit finding resources for coding them is difficult.
A very late reply, but www.redblobgames.com/grids/hexagons/ is the defacto source on hex grids. Lots of good information including a way to use cube (x,y,z) coordinates.
how do I make a game like wakfu with ORK Framework on Unity. What other assets would I need?
I'm programming a game that is grid based in terms of how the majority of objects are displayed but with pixel based movements. So when the character or the view window moves it moves one pixel at a time (I can program different speeds changing the duration between each time it should move using sdl_getticks), but this system has proven hell when calculating collision. I can't seem to calculate the equivalent of where the character is from a pixel to pixel point of view to a grid (16 x 16 pixels = 1 tile). Anyway, I think I will give up on this system and implement one like in dragon quest 6 (half-grid).
In my humble opinion, I'd say grid-based movement is one of the more complex ways to program a game.
How? It's the most simple form of collision detection
I need to find a video that tells how to do the Fire Emblem control and turns
bomberman is Grid-based? the collision of bomberman are awesome
What's the game at 0:50?
0:17 as a dnd player i am offended you think thats what dungeons and dragons is
I don't believe Isometric games are the same as 2.5D games.
If you wonder why, it's simply because Isometric means that there is no depth. It's a visual representation that doesn't take into account traditional perspective rules. A 2.5D representation would be having a 2D game with multiple levels of depth. Hollow Knight could be a good example.
Ffta2 😫😫