Anti Paradise thought it was sexy. Do you? If you do not know what I am talking about, you are stupid.
Do your part and vote now!==School==Yay, school is almost over. Maybe I will have some time to work on my Isometric RPG engine. I have mentioned it before, but haven't really broken through with the movement engine, I ended up figuring it out in the middle of my English class. Apparently it takes 45 mins for everyone to a 6 question quiz, so I wrote it out while everyone else was trying to figure out what a RO sentence was. Basically, I am checking every possible path from the outside in. I honestly can not think of a better way to do this. It's gonna be a pain, but at least I will have a working movement engine that factors in height. Now I just have to do terrain. :P 150==BINGO==At the student center today, they had a bingo game going. Now before you go bashing bingo, let me inform you that they had free prizes. I was like, "heck yea", so my friend and I played for an hour and a half on our break. I ended up winning some Russel Stover chocolates. I think I'll gift them to someone and not pay for a gift. They also had some cookies and candies laid out for people to snack on, so I grabbed about thirty chocolate mint things. Hey, free food laid out on tables means eat-all-you-want snack fest. I was really hoping to win this 2G flash drive they had, but the guy next to me kept winning. >.<==Triishu II==Yea, I know I haven't finish Triishu yet, but enemy ideas would be welcome and I'll either add them in Triishu or save them for Triishu II…==========UNCLE SAMMY'S WIFE SAYS VOTE NAOW!
Are you a robot as to speak without using contractions?
I do not know what you are talking about
@Kilin:
no
Ask Cyrus.
The best way I know of to do pathfinding for any TBS type game is to use recursion.
You start with a single movement node, with a number representing how many spaces it can move (basic amount of movement, say, 5 panels). In every free space around it (work in a grid) that has either no value appointed, or a value less than x-1 (where x is the value the current square has), you create a child instance of the node, this one has 1 less point than the parent (or any number less, depending on how you factor in terrain). You keep going, solving all of the child nodes loops until you have a list of the squares the thing can move in.It's easier to do in code, I have it in an unfinished .gm6 lying around. Find it here. To see it in action, start it up and press Z twice then C.And, for the isometric part, that's just a way of projecting everything, so ou really only need to add that once the basics have been done (which I imagine would be easier in straight 2d).I likes the rabbit, very nifty.
For an isometric game, it is generally accepted that the grid is evenly spaced, correct? This means that it is unweighted, and as such, a breadth-first search is extremely useful, as the very first time you reach a goal, you have found the shortest path. The A* is also very useful, as in many instances it is faster. However, A* also uses an exponential amount of memory whereas a BFS uses much less. Both will always find a path if possible.
@ Killin
Originally going to have a smaller post and I was trying to bump up the word count. :)@_Player_Wow you're stupid. Look where the view count is supposed to be.@TSthx. :)@KyouThanks, I'm downloading now…@DesertFoxEither I'm stupid or you're refering to the gm6 Kyou posted…:P