For the grid battle system: a function to check if another actor is in a given range - to trigger combo actions or benefit of passive aura/morale ranges.
Added skill ranges, and very basic implementation of scope, with a rule called "empty tile" that simply returns true if the selected tile is empty (has a battler), and false otherwise
This means movement range and attack ranges are all automatically implemented.
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
I wrote some code for that shop that appears on the map and could be controlled using events, and remembered why I didn't like to make windows and scenes: it's just really tedious.
However, if I could do away with all of that and replace the menu and HUD building with something like this?
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 renanmiguelote@gmail.com to introduce me to the steps to use your plugin!
if you were working on a rhythm-based retro fighting game, would you rather have the jumps take up two beats (one for jumping, one for landing) or just one?
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