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Godot Tactics RPG – 15. Turn Order

The Liquid Fire

The first line we send a signal to tell our turn controller to continue, and then we select the unit’s tile. As always, if you have any questions, feel free to ask below, or check out the repository if you’d like to compare your code. turnCost – This is the minimum value that CTR is set back once a turn is finished.

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Neo6502 Review

Retro Game Coders

Mhz, which is closer to the clock speed of the Amiga and Atari ST than the Atari or C64, and a lot faster than most of us are used to when coding retro games. Apparently the chip can even be overclocked to 16 MHz, but on the Neo6502 it is running at 6.25 Olimex UEXT connector Neo6502 Specifications: W65C02 processor clocked at 6.25

Demo 137
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Godot Tactics RPG – 12. Stat Panel

The Liquid Fire

In general the primary panel will be used to display info of the unit on the current tile, or the unit performing an action, while the secondary panel will be mostly for the target of actions, such as an attack or healing. Show or Hide it, depending on whether the tile has a unit on it.

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Programming the Agon Light using C/C++

Retro Game Coders

Agon C/C++ Compiler: AgDev AgDev is a port of the TI-84-CE calculator C/C++ tools for Agon Light and it uses the extremely capable and mature LLVM to generate Z80 and eZ80 ADL code. I won’t go into all the general-purpose C code and game logic here, I will keep that in the main series. My existing C code uses Conio.h

Tile 97
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D20 RPG – Board

The Liquid Fire

A lot of people asked about making 2D maps and how to use different types of tiles like water vs dirt. For this lesson I created a couple of simple images to use for tile maps. This asset will be sort of abstract data, and can be “skinned” with specific tiles at a later point. They are available in this package here.

Tile 52
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D20 RPG – Combatants

The Liquid Fire

We will also provide a tile based room for them to fight in. I want the combatants that are lower on the tile map to appear above the combatants higher on the tile map so that they appear closer. This means that my systems are able to be more decoupled – I could easily remove or replace this code with very little effort.

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Full UI Upscaling, Part 5: Completion and Demos

Grid Sage Games

. “Semi-modal” 45-Row UI Layout Although players are free to continue using the full 60-row layout originally designed for Cogmind, anyone who does not mind sacrificing some convenience in exchange for greater cell size can use 33% larger tiles and text by switching to a 45-row layout.

Demo 52