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2D gaming performance

Cocos

For now, I settled on the ground generation approach (piece of ground->bridge->piece of ground) At first I wanted to attach the code, but I think it would be better to try to explain the meaning of the generation. Then I generate nodes (sprites) from this array and add them to the playing field. Got 3,490 triagle and 4 FPS.

Sprite 52
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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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Atari ST Programming: A Simple Game in STOS

Retro Game Coders

Now we can move sprites in STOS we need to put things together to see how we can actually begin creating playable games. This isn’t intended to be super fun, just ensure we know how to have a bad guy sprite that can cause the game to end when our player character is eaten. Background Tiles and Beating the Sprite Limits.

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Programming Neo6502 in C/C++ Using CC65

Retro Game Coders

Dungeon game written in C/C++ for the Neo6502 Bit of Background Before We Code the Neo6502 In my Neo6502 review I promised I would come back and write about how to code for the machine. Neo6502 emulator for macOS The second issue was which language should I code in? Get all the latest code and files on Github. Yes please!

Writing 116
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D20 RPG – Combatants

The Liquid Fire

We will add animated sprites to represent both a hero and monster. We will also provide a tile based room for them to fight in. It includes a collection of prefabs, scripts and sprites that we can use to play with. New Sprites There are three new sprites included. I found them at [link] courtesy of Calciumtrice.

Sprite 52
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D20 RPG – Pathfinding

The Liquid Fire

In that project, we had some unique challenges thanks to a non-square board where tiles were optional. In addition we had to consider tile heights – and whether or not a unit could jump as high as needed. In contrast, the pathfinding in this lesson will be for a 2D square board with no missing tiles.

Tile 52
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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. The first thing to download will be the sprites and textures from the original tutorial.