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Godot Tactics RPG – 01. Intro & Setup

The Liquid Fire

link] [link] [link] [link] [link] Prerequisites Some knowledge of code is definitely going to help here. I’ll be writing most code in Godot’s Gdscript, so familiarity with that or Python will help. You can download Godot here – [link] Click the link to Download the 4.x x for this tutorial. stable_mono_win64.exe”)

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Godot Tactics RPG – 12. Stat Panel

The Liquid Fire

This will hold our anchor points. The two constants for ShowKey and HideKey will store the text string we add to the anchor points on each panel. In the end our panels should look something like this, and then once the code runs, there will be a random chance the panels will change to the enemy color. .

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Old World Designer Notes #3: One Unit per Tile

Designer Notes

The big change that always gets mentioned when going from Civ 4 to Civ 5 is one-unit-per-tile (1UPT), which is interesting as 1UPT is purely a mechanical – as opposed to thematic – change. Generally speaking, opinions were divided over (although largely in favor of) the success of one-unit-per-tile.

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Godot Tactics RPG – 02. Board Generator

The Liquid Fire

We’ll create everything we need to build our tiles and generate a board or two. Gdscript Before we get into any code, we need to take a quick look at some syntax. Now for the unfortunate news, code display on the web isn’t always straight forward. Tile Script We’ll create two folders here.

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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.

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Godot Tactics RPG – 05. Pathfinding

The Liquid Fire

As we need to find all possible tiles a unit can move to, A* quickly bogs down because it is designed to find a single path from point A to B as quickly as it can, but finding a path from A to B-Z is a lot of individual paths. static func GetDirection(t1: Tile, t2: Tile): var dir:Directions.Dirs var toTile:Vector2i = t1.pos

Tile 59
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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. Things like complex math (multiplication, floating-point) and graphics are also handled by the RP2040, acting like a co-processor.

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