Stormtrooper's Forum Posts

  • OK finally I created a playable version which you can see here: jonpoischen.github.io

    Unfortunately there is no UI just yet, so you will need to follow the on-screen instructions in the upper left. Don't press Spacebar until you've moved all your units / don't want to move any more units. Once I add UI it will be much smoother but for now should be 100% playable.

    Essentially just click on any non-gray unit, right click to show where they can move, middle click to make them wait, spacebar to end your turn (which you need to do manually as well).

    I haven't implemented a Game Over or victory condition either, but the rules are simple: If your Lord dies, its Game Over. If you kill all the enemies, you win the map!

  • Not too much to say here, just did some cleanup and behind-the-scenes bug fixes, but I did add a nice cursor that changes depending on the tile's state.

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    I added some battle backgrounds, and while I was doing that I discovered a bug with the 2 tile range attackers which actually soft-locks the game as they'd just stand there and do nothing. I fixed the bug and the game is running smoothly and looking better and better visually.

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    Presenting the Knight, the wall that stops all physical attackers with his heavy armor and shield (except the player's Lord, but even they only scratch the paint off their armor)!

    Since they're in full metal armor, I decided to make lightning super effective against them. Notice in the video the Halberdier does no physical damage at all, but the Storm Mage wrecks the Knight in 1 hit.

  • mOOnpunk Maybe you should dust off the abandoned project and pick it back up! I'd love to see and comment on it! Plus there seems to be a real shortage of good, 2d grid-based strategy games...I can only think of the older Fire Emblems, Advance Wars (remake coming soon to Switch) and Wargroove...

    Anywho, here's a little update, I've gone and added a Storm Mage unit. They have a 2 tile attack range, 4 tile movement range, and since the halberd knights don't have much magical resistance, they tear right through them with their lightning bolts!

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  • Added more in battle stuff like now I have normal attack, critical attacks, evasion which lets them dodge attacks, etc. Still fleshing out the whole battle system but this seems to be working nicely.

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  • alextro thanks! Yeah I’m using sprites I bought on itch.io, the animations were made with developers in mind, so I just import them in a animation strip and that’s essentially it! I also just have to recolour blue to red for enemy units 😊

  • I've been working on a (for now) simple way for units to attack each other and actually subtract each other's HP. When a unit falls to 0 or less HP, their unit is destroyed on the overworld map.

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    Do you planning to add visual pathway as route guide?

    alextro Yep, I'll have on hover of the mouse a path shown, and if I make this for iOS / Android I'll have a 2-tap verify to move a unit to position, or draw a path with the finger.

  • Compared to handling the AI, implementing the player unit's actions was easy enough. I've for now added only 3 things the unit can do: move, attack (if possible) or wait. In the future I will add the ability to cancel the move (teleporting the unit back to its previous X/Y position before it moved) as long as the player doesn't lock in the decision to wait or attacks something.

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  • Smaller update for today, I added the logic for enemies to try to move to the player's "Lord unit" if they cannot attack anything else nearby. Also some behind the scenes work of fixing a bug with the AI, it would kind of freak out if 2 player units were next to each other.

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  • Now I have a fully working enemy phase, the units will attempt to move and attack the nearest player unit, and after all units have moved, it becomes the player's phase. Another thing I added was a very fugly placeholder for the battle screen. It's kind of like Fire Emblem or Advance Wars, when the units start fighting a different "pop up" screen appears above the battlefield. Notice how in the video the red guy always goes first, the red is an enemy in this case and blue the player's unit.

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  • Very very good! Keep up the awesome work and if you decide to improve upon it, I left some ideas on a comment in the arcade :D

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    Added some nicer looking graphics I bought because the template ones and the circles are fugly :)

    Player units can now move around a bit, they cannot "attack" yet but a red tile is displayed when an enemy is in range.

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  • Finally started working on the player's phase. I now have a simple player and enemy phase, meaning the certain units can only move and act on their phase. I also added logic to show where the player can move and red tiles to show where they can attack enemies. I haven't tested with the player's ranged units just yet, but should potentially work out of the box.

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  • Have you looked into influence maps?

    Here is a good read.

    http://gameschoolgems.blogspot.com/2009/12/influence-maps-i.html

    mOOnpunk thanks! I read most of it and will read the rest later. :)

    At some point I might need to actually add some "weights" on how the AI thinks and moves based not only on HP, but other factors. For now having the AI move to and attack the lowest HP player unit is fine, but yeah taking into account how much damage they'll do, how much damage they'll receive in a counter attack, etc, is definitely imporant.

    There is also one more important thing to consider however: the game shouldn't be impossible. In fact, the AI sometimes should do something we'd consider "stupid". If the AI knows and plans every single movement and attack perfectly, I don't think the player will have much chance to actually win. I'd imagine some of the game's audience could be new players to the genre as well...