skrotar's Forum Posts

  • Working on a tactical battle rpg myself, have had a rough time with some things but have figured everything out.

    Just wondering if anyone else is having trouble and would like a RPG related tutorial, i would be happy to contribute to the community

    and help out

  • As the above says i am a developer, i can even help with custom plugins and i would like to trade for 2d sprites and/or isometric art.

    i can be reached at Thanks

  • Hey everyone!

    I am looking to get some help on the tactical rpg i have started, i am currently looking for graphics artists and if i find

    the right one i have no problem working out some compensation.

    If you have any other talents or skills you would like to contribute just let me know and we can discuss it <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    And just so you see what kind of direction i am going with this is a very rough quick mock up to give you an idea of how things will play

    I can be contacted at beeblicon@gmail.com or on here

    http://zoo-keeper-sole-80836.bitballoon.com/

  • Started working on a tactical battle system..... really barebones so far but i'll keep you all updated with progress and would love to get some

    feedback once i start getting the system fleshed out more.

    https://www.bitballoon.com/sites/sales- ... lder-55012

  • Figured it out if anyone is interested

    https://www.dropbox.com/s/cvevojqh7m5ci ... .capx?dl=0

  • Anyone?

  • Ok so i am attempting to make a turn based tactical battle system in my game.

    Right now each sprite has a timer instance variable and every tick a number is added to that variable (modified by the sprites speed), once that variable reaches a certain number (100) it is that sprites "turn".

    I can handle all of that and get that to work right but i want to know if there is a way to display the next 5 sprites in order of how filled their turn timer is and how close they are to getting the next turn?

    And then if a turn timer gets added to or subtracted to (like a spell boosting speed) have the order of displayed sprites change?

    This would require me to compare the timers of all of the different sprites and im not exactly sure how to do that.

  • Got this bug message from your example capx

  • Update: I have made a lot of headway and have managed to get the two characters working off of one movement grid.

    But it still seems like there MUST be a more efficient way to get this done.

    Here is the updated Capx

    https://www.dropbox.com/s/lm1umuh6d8jcy ... .capx?dl=0

  • I was talking about this - The drag to move on a hexagonal map. In your example there when you drag your finger really fast you can "skip" tiles (going along the top/bottom of the tiles instead of through them).... is it possible to fix this?. I did managed to figure how to limit how many tiles you can drag over in one go, but was wondering if there was a way to "count" what tiles are traversed and remove that from a resource variable? for example if you move over a forest tile (takes 2 "food" or whatever) and two grass tiles (each taking one food) for a total of 4 food to be removed from the "food" variable.

    https://onedrive.live.com/?authkey=%21A ... faultclick

  • Works fantastic rex but if you click and drag really fast you can bypass tiles.

    Also can i limit the amount of tiles that one can travel in each go by a variable? (in case equipment or whatever allows further travel, and will also allow me to consume food based on length travelled)

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  • So i am using a few plugins from rex rainbow (Board, grid control, SquareTX, grid move) in an attempt to create a final fantasy tactics type game.

    I have managed to get the movement to work the way I want although I imagine there is an easier way instead of dozens of events per character (i plan on allowing up to 6 player controlled characters each with a movement stat that is modifiable).}

    Hopefully someone can explain to me how to condense it or get what i want done in a more efficient way <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Here is the CapX

    http://www.filedropper.com/tacticsmove

    Screenshot of what it looks like (you click on the yellow squares when it is that characters turn and he moves)

    And a screenshot of how my events are set up... they go on forever below this but im sure you get the idea