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The Grid-based target selection plugin for the Grid Battle Engine allows you to change the way you select targets. Instead of picking actors/enemies, you can select any tile on the grid.
#gamedev#RPGMaker#RPGMakerMV#RPGツクールhttps://www.youtube.com/watch?v=H9cPdPbTNXg …Afficher cette discussionMerci. Twitter en tiendra compte pour améliorer votre fil. SupprimerSupprimer -
Haven't spent any time on grid stuff these past few weeks. Busy with e-commerce stuff since our region shut down due to covid again lol
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I kind of want to figure out how to get the hex tiles to line up though. This is how the hex tile looks: it's a 64x64 square, with a hexagon contained inside. What if you have a different hexagon? How would the math change? Etc.pic.twitter.com/7OYIwCyG9Q
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With this new "tile neighbors", skill range and movement code can now be applied to arbitrary grids instead of just rectangular grids. Wonder where else this can be used.
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Having a pre-connected list of neighboring tiles can be used for more efficient grid traversal applications such as pathfinding: instead of figuring out who the neighbors are, the algorithms are presented with a list of neighbors, and they simply need to traverse them.
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Just have like two input fields for rows/columns, and then have different "layer" views for different types of data. Have like 8 arrows that you can turn on and off. Wonder if it would be enough.
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Actually if I were to use my grid library as the base for a grid builder, and then created a simple format that describes a grid, maybe it would be enough. Doesn't need to be fancy.
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I could probably spend like a month trying to build a grid editor tool myself, but it's mostly just a waste of time at this point. Might be useful if there's demand for it, but if I can avoid introducing external tools it would be ideal.
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This is cool, but I don't want people having to learn how to write DOT syntax. Ideally you should be able to say "create 5x5 grid" and then draw arrows between tiles, then export it.pic.twitter.com/wbSY8Is9jc
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All of the tools that I'm seeing right now are extremely unusable though. It's all text-based, where they literally just parse the data and render the input. What I'm looking for is a tool that let's you draw a graph, and then it will generate the DOT syntax.
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The documentation I linked before is the actual definition of the language. The wiki article is more user-friendly. Basically if there's a standard way to work with graphs, I can just load it into my grid engine directly
#RPGMaker https://en.wikipedia.org/wiki/DOT_(graph_description_language) …Afficher cette discussionMerci. Twitter en tiendra compte pour améliorer votre fil. SupprimerSupprimer -
There's actually something called the DOT language which a text-based description of a graph. If there's an easy-to-use visual tool that people can use to build grids and connect them, this might be a usable solution.
#gamedev https://graphviz.org/doc/info/lang.html …https://twitter.com/HimeWorks/status/1310986401597583361 …Afficher cette discussionMerci. Twitter en tiendra compte pour améliorer votre fil. SupprimerSupprimer -
The real question, however, is how to define these connections. We might need to introduce a custom grid editor tool that will allow you to connect tiles together.
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This is purely for debug purposes and not meant to be used for actual graphics. It's not particularly customizable and is meant to show you how the tiles are connected.pic.twitter.com/gYes0tKt9s
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This is the new code for drawing tile connections. It's only really good for squares though I think. Seems to work on octagons, but definitely doesn't work for hexagons.pic.twitter.com/SyylXgqZJI
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The tiles could be placed in arbitrary positions, and the lines would simply join them at the origin. Therefore, we can use some formula based on the length of the line to determine how much to cut off from each end.pic.twitter.com/hszDsLgod7
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I think it should be possible to generalize the line segment between two tiles. Given two points in the center of each tile, we know the direction of the line, and then we just need to cut off parts of each end.
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Actually I think a square grid display is fine for an octagon grid...
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Hmm, I had to change the dimensions of my grid to 4x8 instead since every "center" tile is shared between each row and column. Is this considered an 8x8 octagon grid???
#gamedevpic.twitter.com/N2gOXuDudb
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Hmm, I'm going to have to figure out this math. I got one side working...but then I need to shift everything else over.pic.twitter.com/7KkrIiViiz
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Here's an 8x8 octagon grid. I use the same strategy as before with the hex grid: start with an 8x8 square grid. Each tile is a perfect 64x64 pixel octagon texture. https://twitter.com/HimeWorks/status/1310938702408044545 …pic.twitter.com/xVOfbh00ux
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Le chargement semble prendre du temps.
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