First, I'd say square tiles are better, but it depends on how you are using it.
In the "walk around" mode, I just walk from tile to tile. They might look odd if they get cut off, especially if the view is centered on the player. Or even odder if I have "zelda-style" screenshifting. I'll give it a whirl if I can set up the whole grid-walking thing.
Another mode I was playing with was a "strategy mode", where a player gets movement points (and so do the enemies). Player moves, again, on tiles. One tile = one step. So, I'll have to find a way to calculate each move, then do something like
- Code: Select all
void Move()
{
CheckIfSpaceThatYouMoveToIsUnoccupied();
if (PlayerMoves > 0)
PlayerMoves --;
Move();
else if (PlayerMoves == 0)
{
PreviouslyDefinedFunctionToEndTurn();
}
}
That's pretty easy, but I'll have to have the AI calculate its steps and distance toward the player as well. So, I need some kind of grid counting system. A matrix or something? Any ideas?
I'll also need some kind of checking system, for obstacles or enemies, because otherwise I'll move through them. That's why I asked if the height of the tiles should be the same as width - would that make calculations easier?
Currently, you cannot have animated tiles, but you can have separate clones.
Yea, I noticed, that's why I asked. It's a real pain to clone tiles as actors. And animated water just looks good.
I've made a simple demo, but due to server problems I can't upload it yet. Using the method I am using, You need animations if you want to be able to walk diagonally, but it would be hard to set up right, without using diagonal keys, so I have it so you only walk in four directions.
Diagonal seems too much of a hassle anyway.