In the file attached you will learn how to make objects turn like a curve , with this example you can create anything you want create a circuit Race and more ,...
This time, we'll make a "Turn Skip". Which is exactly what it sounds like; A Status Effect/Condition that causes the affected character to have their turn skipp...
Welcome to the first in a series of tutorials about building up a turn-based battle system. This tutorial will eventually become part of a larger course coverin...
This tutorial builds on the last tutorial project. The basic structure is the same, but we'll be making some changes. If you've not seen the last tutorial, it's...
Up until now, the mouse has been used to control the battle system. We're going to make some changes in this version to swap to keyboard controls and have a tex...
Damage Calculations can be as simple or as complicated as you need them to be. In Pokemon for example, a move's damage is calculated by a complex formula and is...
Going back to the Pokemon Calculation, the modifier adds in a load of other effects to change the damage output of an attack. They include things like effects d...
See .Capx files for code and example (at the bottom). I split it into multiple event sheets for easier readability. Please keep in mind you will need a subscrip...
An example of what can be accomplished using this tutorial and the provided TBS.Capx template visit the game Classic French vs British on the Construct Arcade....
Let's start by adding objects: Tile map with graphics for the playing field. TilePath "Tilepath" for the grid of moves. Sprite "Unit". Since a single tile is us...