8. Summary
In conclusion, following the outlined procedures of how to build a TBS game you should have a general idea of how the provided TBS.capx file along with the UnitsData.json file work and how they are used. The provided TBS.capx works in both Construct 2 and 3.
A thing to note is that given how the algorithms are structured for the use in this TBS.capx file there is a case where a selected unit cannot deal damage to another unit that is behind other units because the “Find_Nodes” function searches for all adjacent nodes that are empty.
9. Resources
9.1 Computer Science
What is the A* algorithm?: Quick explanation but not the great at constituting the terminology.
A* Algorithm Concepts and Implementation: Seems okay. Lots of unread info here.
A* Algorithm: Simple and straightforward explanations about A* are provided.
A* star algorithm open and closed lists: About the terminology used.
Turn-Based War Chess Model and Its Search Algorithm per Turn: Might come in handy when designing a more advanced TBS game.
9.2 CONSTRUCT 2/3
HOW DO I SELECT 1 UNIT AT A TIME?: Was difficult to find but very powerful technique.
REXRAINBOW BOARD SERIES TUTORIAL #1 BOARD BASIC: How to make a map grid/hex.
HOW DO I CHECK IF I HAVE THE SAME VALUE IN MORE THAN ONE VAR: For comparing what to read from.
HOW DO I CHECK WHETHER AN SPRITE OBJECT EXISTS: How to find if an object exists.
HOW DO I DO CUSTOM PATHFINDER FOR HEX MAPS: A* algorithm.
PICK BY UID IN AN EXPRESSION: Did not know you can select objects by their IID.
9.3 Art Assets
Battalion Pixel art Company, artillery, company, text png: The art assets that were used for purpose of communicating ideas.
10. Applying the Knowledge
Last but not least checkout the game Classic French vs British on the Construct Arcade to see an example of what can be accomplished.
Hopefully this tutorial was helpful. Best of all to everyone in creating their own games. Create qualitative games that are memorable.