In the last progress update , I had implemented support for "grid selection". That is, you were able to select a tile on the grid directly instead of selecting actors or enemies. Consider this cross-s...
Pushing and pulling enemies on the battlefield using skills. No collision checks at this point though (besides hitting the edge of the grid), so enemies might end up landing in the same square which may or may not be desirable.
Itch page: https://himeworks.itch.io/grid-battle-system If you want to follow the development. Public Testing #1 - https://itch.io/t/912596/public-testing-1 Very simple compatibility test to see if you can add it to your project. Feel free to try it out. Public Testing #2 -...
Taking a break from chess. Too much math. Still need to make sure this grid plugin I wrote is good, so trying out some battle position concept that could be added on to the default battle system, or a standalone battle system
Hey hime i have intrest in your plugin show choices for a commercial project i am the creator of KeepShopkeeping a cool litlle game on steam.... please send me and email to email@example.com to introduce me to the steps to use your plugin!
thats it, i 've had it, I will NOT promote my game as a "retro RPG" when its done, i have in the past but it is literally the first thing on every rpg maker game description to the point that you'd think the sales pitch came with the RTP. I refuse to use that angle.
My memory is embellishing the quality of NES era game assets :/ .... I need to stop comparing my work to somthing that was groundbreaking decades ago. Especially since its not as good as I seem to keep remembering it to be.