Pre-Tutorial Update #1


Changelist:

  • Altered default formation positions slightly
  • Enemy formations now place units in columns of up to 3, to fit more than 3 enemies (at this particular size/resolution) into an encounter in a visually appealing way
  • Enemy names are now listed in the battle UI, although the current design/resolution/fonts only practically allows for a maximum of 3 names to be shown at once.
  • Enemy data no longer inherited from object create events, but from the GameData script making them more consistent with party characters and the general structure of the rest of the code. oBattleUnitSlime is now oBattleUnitEnemy, and is a more generic object that is driven by whatever data is passed to it on creation.
  • New "bat" enemy type and sprites added (derived from the ARPG series) to demonstrate adding new types of enemy.
  • Unit drawing now handled by the battle object for consistency and to solve issues with render order, speaking of which...
  • Unit drawing now sorted by y position. This wasn't really noticeable as problem previously as the sprites used were too small to ever overlap, but this has been fixed to allow for bigger sprites, closer formations, etc etc.

Continuing to make little fixes and improvements across the board before jumping into video tutorials, as it's much easier to fix these things now than later! If you have any suggestions please post them.

-S

Files

TurnBasedBattles.yyz 498 kB
Jan 30, 2023
TurnBasedBattles.zip 419 kB
Jan 30, 2023

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