This is to show a square grid movement system for a turn based strategy. I'm looking for feedback as to whether or not I should continue with this tutorial series or not. It depends on if anyone is interested in it at all. The full tutorial would include all the videos plus a text version for those who don't like videos, but I don't want to put that much effort into something that no one would like to see.
Also looking for feedback on my video itself. I know that I need to work on my speaking and overall flow of the video could be better. Anyways, thanks for looking and please comment. ^.^
I've played with this TBS for months and never had a problem related to the error that shows up. It has to do with the indicators that I use to show where you can move/attack, and nothing else. I submitted a map showing the bug to the broken maps here on mapster and Sixen confirmed with Blizz that it is just a bug and is a false error.
The map I made is entirely based off of Advance Wars. I even replicated their damage system via triggers. Lastly, creating the regions with triggers is the only way I could have made my map since it is a 23 x 41 grid lol. I'm far too lazy to create 943 regions by hand.
Having a few good responses is enough. I'll try to record more once I get some quiet time. Currently my friend is playing a loud video game. ^.^
I really just wanted to know if there was any kind of demand for such a tutorial since I would hate to be wasting my time. I will hopefully have part 2 up tomorrow.
I personally don't have particular use for this atm, but I'm sure many ppl will find this very helpful. I also love text tutorials and hate video tutorials, so your plans on making both is really cool and I like that.
I don't know if I should post this here, but I'll give it a shot.
So far I've managed to setup the grid and make the area that is "walkable" but... I cant exclude what you cant walk beyond, for example after the tanks or water.. etc... How would one make a pathing detection for that?
what you need to do is play with the grid position:
imagineyou have a grid with 5x5 dimensions, every square numbered since 1 to 25 and every 5 squares start a new column.
the marine is on squad 18, or 3x4 position.
to follow the arrow you need check position 17 (2x4), 16 (1x4) and 11 (1x3). if there is any unit on those positions the marine can't move
if you are using programmer's method you need to check same positions but using map coordinates: (x, y-3), (x, y-6) and (x-3, y -6)
where (x,y) is the position of the selected unit
this is a simple solution that work with only 1 corner. For example it wouldn't validate the top right square for your marine.
a more efficient solution is possible, but is more complicated and would need a tutorial, not just a reply
yeah using regions is very risky... you lose a lot of customization, and setting up a large grid/editing your map would take x20 more work, than just doing a normal "2d" grid using arrays.
Never the less, its a good start. I just fear if someone wants to get a true grid system going, using regions may hurt more.
when using regions you probably will depend on the function "center of region", so if all units on map were [b]perfectly[/b] moved using triggers you can forget about regions and only use a point array.
something like:
-if any unit is on "center of region[2][2]" then cant walk to that region
-move unit to "center of region[3][3]"
can be the same than:
-if any unit is on "point[2][2]" then cant walk to that point
- move unit to "point[3][3]"
points are enough to make a grid, however i think regions can give more posibilities, like special effects or something
about the tutorial with 2d grid is not much different from this one. just create a nested FOR to use Y coordinate:
for x from 1 to 5, increment +1{
for y from 1 to 5, ncrement +1 {
create region[x][y] }
}
for the momment i have solved pinzu's problem in my free time. if i have enough free time (and luck) i will try to finish and explain it
You dont want to use points either. You use math to make grids, like in any 2d game.
tell me i shouldnt use points, but plz dont tell me what i want or not.
of course you must use math to make a grid, have said nothing about that. But once you have it you store it on a point array. Because no matter if you are using square or hexagons, can use a normal array to calculate moves without recalculate positions.
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This is to show a square grid movement system for a turn based strategy. I'm looking for feedback as to whether or not I should continue with this tutorial series or not. It depends on if anyone is interested in it at all. The full tutorial would include all the videos plus a text version for those who don't like videos, but I don't want to put that much effort into something that no one would like to see.
Also looking for feedback on my video itself. I know that I need to work on my speaking and overall flow of the video could be better. Anyways, thanks for looking and please comment. ^.^
@Shawn91210: Go
Looks good! I get questions about grid based/turn based movement, and I'd love a nice tutorial to point people towards.
I've played with this TBS for months and never had a problem related to the error that shows up. It has to do with the indicators that I use to show where you can move/attack, and nothing else. I submitted a map showing the bug to the broken maps here on mapster and Sixen confirmed with Blizz that it is just a bug and is a false error.
The map I made is entirely based off of Advance Wars. I even replicated their damage system via triggers. Lastly, creating the regions with triggers is the only way I could have made my map since it is a 23 x 41 grid lol. I'm far too lazy to create 943 regions by hand.
Having a few good responses is enough. I'll try to record more once I get some quiet time. Currently my friend is playing a loud video game. ^.^
I really just wanted to know if there was any kind of demand for such a tutorial since I would hate to be wasting my time. I will hopefully have part 2 up tomorrow.
Neat, I always wordered how to do this.. I'm looking forward to the next part. \o/
Interesting, I did the same system a year ago but without using region
@progammer: Go
Haha. Leave it to progammer to show me up in just about every way. ^.^
@progammer: Go
Advance wars, one of my fav games of all time =D
Nice work :)
I personally don't have particular use for this atm, but I'm sure many ppl will find this very helpful. I also love text tutorials and hate video tutorials, so your plans on making both is really cool and I like that.
I'm uploading the test map here for anyone interested. The engine is just for the grid but that's your question anyway
Note: It was last edited a year ago so something might bugged out. I only opened it to see if it can runs
Second part up and attached to OP. After this part, it becomes much more complicated. ^.^
I don't know if I should post this here, but I'll give it a shot.
So far I've managed to setup the grid and make the area that is "walkable" but... I cant exclude what you cant walk beyond, for example after the tanks or water.. etc... How would one make a pathing detection for that?
http://i247.photobucket.com/albums/gg143/Chaago/walking2.png
what you need to do is play with the grid position: imagineyou have a grid with 5x5 dimensions, every square numbered since 1 to 25 and every 5 squares start a new column. the marine is on squad 18, or 3x4 position. to follow the arrow you need check position 17 (2x4), 16 (1x4) and 11 (1x3). if there is any unit on those positions the marine can't move
if you are using programmer's method you need to check same positions but using map coordinates: (x, y-3), (x, y-6) and (x-3, y -6) where (x,y) is the position of the selected unit
this is a simple solution that work with only 1 corner. For example it wouldn't validate the top right square for your marine. a more efficient solution is possible, but is more complicated and would need a tutorial, not just a reply
yeah using regions is very risky... you lose a lot of customization, and setting up a large grid/editing your map would take x20 more work, than just doing a normal "2d" grid using arrays.
Never the less, its a good start. I just fear if someone wants to get a true grid system going, using regions may hurt more.
Give us then a tutorial about "2d" grid Molsterr xD
when using regions you probably will depend on the function "center of region", so if all units on map were [b]perfectly[/b] moved using triggers you can forget about regions and only use a point array.
something like:
-if any unit is on "center of region[2][2]" then cant walk to that region
-move unit to "center of region[3][3]"
can be the same than:
-if any unit is on "point[2][2]" then cant walk to that point
- move unit to "point[3][3]"
points are enough to make a grid, however i think regions can give more posibilities, like special effects or something
about the tutorial with 2d grid is not much different from this one. just create a nested FOR to use Y coordinate:
for x from 1 to 5, increment +1{
for y from 1 to 5, ncrement +1 {
create region[x][y] }
}
for the momment i have solved pinzu's problem in my free time. if i have enough free time (and luck) i will try to finish and explain it
You dont want to use points either. You use math to make grids, like in any 2d game.
tell me i shouldnt use points, but plz dont tell me what i want or not.
of course you must use math to make a grid, have said nothing about that. But once you have it you store it on a point array. Because no matter if you are using square or hexagons, can use a normal array to calculate moves without recalculate positions.