Hey all!
I'm working on a TBS and I'm in the process of working on character placement at the beginning of the game.
I ran into some issues with ig.input.pressed, but found what appears to be a pretty gross work around.
I was hoping someone would be able to tell me how to do this better. It works, but I feel like there must be a more simple way to do it.
Also, this is supposed to be a multiplayer game. How early in development should I implement multiplayer? Can I program all the gameplay and do the multiplayer after without too much adjustment?
Any help would be greatly appreciated!
https://gist.github.com/anonymous/b4b7af0223534cf01c3f
http://illustronomer.com/tbs1/
(Click on characters to place them somewhere, use WASD to set facing direction.)
9 years ago
by Joncom
How early in development should I implement multiplayer? Can I program all the gameplay and do the multiplayer after without too much adjustment?
One approach is you could build your game without multiplayer, then build some other simple game with multiplayer (to learn how it's done), and then come back to your original game and modify it to have multiplayer. This separates "learning to make a game", and "learning to network a game" into two different projects, which may be more manageable.
Edit: Your gist link appears to be broken.
Thanks Joncom. Maybe I'll make a multiplayer chess clone to figure out the networking.
Also, I fixed the gitlink.
So I'm trying to figure out a way to change an entities animation on update. Basically, I'm pulling stat information from whichever unit is currently active, and I need the activePanel to change frames to match the art of the activeUnit (type and color).
All of the stats are being loaded properly, so I just need a way to update the animation.
EntityActivePanel = ig.Entity.extend({
animSheet: new ig.AnimationSheet ('media/sprites1.png',50,50),
size: {x: 50, y: 60},
stats: 0,
init: function (x,y) {
this.addAnim('base', 1, [2]);
this.currentAnim = this.anims.base;
this.parent(x,y);
},
update: function () {
if (ig.game.activeUnit != 0) {
this.stats = ig.game.activeUnit;
}
else {
this.stats = 0;
}
if (this.stats != 0) {
var q = this.stats.type*4,
r = this.stats.color*12;
this.anims.base.gotoFrame(q+r+2);
console.log(this.anims.base)
console.log(this.stats)
}
this.parent();
}
});
Figured it out. Used the Image draw Tile function to get what I wanted, seen here:
EntityActivePanel = ig.Entity.extend({
sheet: new ig.Image ('media/sprites1.png'),
font: new ig.Font( 'media/04b03.font.png' ),
size: {x: 60, y: 60},
stats: 0,
init: function (x,y) {
this.parent(x,y);
},
update: function () {
this.parent();
if (ig.game.activeUnit != 0) {
this.stats = ig.game.activeUnit;
}
else {
this.stats = 0;
}
},
draw: function () {
this.parent();
if (this.stats != 0) {
var q = this.stats.type*4,
r = this.stats.color*12;
this.sheet.drawTile(65,5,q+r+62,50);
this.font.draw(this.stats.name, 125, 20);
this.font.draw(this.stats.HP, 125, 30);
this.font.draw(this.stats.MP, 125, 40);
};
}
});
http://illustronomer.com/tbs1/
9 years ago
by Joncom
Hurray for answering your own question! Haha
Haha yeah. Figured I'd post the solution in case anyone else ever has the same issue.
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