Simulate chess only could move from high to low ( capx )
The moveable logic is in event 8, to compare the frame index of previous tile ( Expression:PreTileUID ) and current tile ( Expression:TileUID ) for each moving.
Since the cost of each tile is not a fixed value, remember set property "Cache cost" to "No".
Got this bug message from your example capx
skrotar
Update board - series plugin to solve it.
If I place several objects on board they do not move together at a distination point. The second object stops before the last tile.
Why does it happen? Can it be fixed?
The capx: drive.google.com/open ... zZ5U1NKaHM
bangoo
I could not see your link.
You might try to set property "Force move" to "Yes" in rex_grid_move behavior in your chess sprite, during moving alone the path.
drive.google.com/file/d/0B8yclO_9Rh_KbnY5bzZ5U1NKaHM/view
The correct link
I have tried force move - it doesn't help if I move several objects.
drive.google.com/file/d/0B8yclO_9Rh_KbnY5bzZ5U1NKaHM/view?usp=sharing
Modified capx
1. move LZ of each chess to its UID
2. get moving path of each chess individually under "condition: for each chess"
3. store the result into different group name.
Thanks for the explanation!
What plugin may be used for the LOS behavior? The basic LOS plugin is not sutable for Board.
The logicmask is too comlex for this to my mind.
I had not made LOS behavior for my board system yet, sorry.
Why official LOS behavior is not suitable?
It counts distance in pixels, not in tiles or hexes. It may cause trouble. If the board has square tiles the diagonal distance is "longer" than "horisontal".
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Added into TODO, but I am busy recently, I might implement it two months later.
Update
Change default value of property "Path mode" to "Random".
It is recommended that using "A*-" mode only when moving point is set to "Expression:INFINITY".
Fix bug when using filter function on tilemap board