Trying to make a turn based Fire Emblem like game, stuck on the movement.

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  • Hello. I made a tabletop board game a while ago that features teams of three battling each other on a grid and it turned out to be rather fun. So I thought it would be cool to try to translate it into a Construct project. I figured out how to get character select working and can make the characters move based on different speed ranges, but I wanted to learn how to get my characters moving the way they do in most turn based strategy games like Fire Emblem, Final Fantasy Tactics, etc. For reference, I wanted my game to have a similar feel to this: youtu.be/n3OVfPf_1d4

    I managed to make my characters slide from one spot to another, but what I really want to do is tether the movement to a grid and possibly display an arrow showing their moving direction. Has anyone ever tried to make a game with that kind of movement in Construct? I'd love to see how it's done.

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  • Not sure if this will be any help but I'll try to explain how I solved my grid issue.

    The game I'm making is a chess-based puzzle game for a school project and the way I made grid movement possible is by aligning sprites in the background to form a grid. I've implemented a system that changes the specific grid sprites to active for the player to be able to go to that sprite, depending on what kind of move set the player chose. That works by spawning sprites on top of the tiles and the just kind of checking if the grid and the spawned sprites overlap.

    I included screenshots.

    I don't know if this is a proper solution to this issue because this is literally my first ever time working with Construct, let alone making a game.

    If you are looking for a way to make it turn-based, then I'm not of any help because I'll have to tackle that problem myself too.

    Hope this is in any way useful.

  • Thanks for your help. I'd love to see your .capx file to see exactly what you did, but I think I get the gist. Maybe I can come up with something similar, match movements with specific UIDs of sprites in the background and line them up with the origin after movement so they stay aligned...

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