View Full Version : Tilebased Movement
Moopers
October 12th, 2004, 10:16 PM
Ok, it's been a long time since I started a thread. I am now creating a game like Advance Wars (on GBA) using arrays.
My question is:
What is the most effective way of making (and moving) units on using a tilebased engine? (arrays, not arrays, other?)
lostinbeta
October 12th, 2004, 11:54 PM
http://oos.moxiecode.com/ <- Tile based game tutorials at their best.
JoMan
October 13th, 2004, 12:57 AM
http://www.tonypa.pri.ee/tbw/index.html <- More Tile Based game tutorials.
Moopers
October 13th, 2004, 06:21 PM
...well I obviously went to those sites before I started this thread...I just wanted an opinion (if anyone is experience in tilebased).
Dr Warm
October 14th, 2004, 04:05 AM
how are u making movements, with mouse or keyboard. I've never played advance wars before, but do u want to have like preset paths for certain objects (like tanks only move forward and right etc) is this what u mean? so moving objects around like chess?
Dr Warm
October 14th, 2004, 04:56 AM
BTW i know this game is for GBA and GBA doesn't have a mouse, but does it have one of those cursors like a mouse that u control with the D-Pad?
Moopers
October 14th, 2004, 07:13 PM
Yes it does have a cursor like a mouse and you do control it with a D-Pad, but the one i'm planning to make is going to use the mouse. The game is basically like chess, but you can move in all directions since it's bird's eye view. The way you move is first select the unit, then tiles around it light up and those are the places where you can move. I'm just wondering if it's better to put all the units in an array, or create a separate movie clip for each one.
Dr Warm
October 15th, 2004, 03:34 AM
I don't know what u mean by put all the enemy's in an array, do u mean like tonypa does
enemyArray = [type, x, y]; etc or something different?
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