Content tagged turn-based

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Tutorial
How to Make a Racing Car Game
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In the file attached you will learn how to make objects turn like a curve , with this example you can create anything you want create a circuit Race and more ,...

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Tutorial
Turn Based RPG Status Conditions (Turn Skips) Pt.1
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This time, we'll make a "Turn Skip". Which is exactly what it sounds like; A Status Effect/Condition that causes the affected character to have their turn skipp...

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Tutorial
A Basic Turn-Based Battle System
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Welcome to the first in a series of tutorials about building up a turn-based battle system. This tutorial will eventually become part of a larger course coverin...

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Tutorial
Turn-Based Battle - Accuracy Checks
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This tutorial builds on the last tutorial project. The basic structure is the same, but we'll be making some changes. If you've not seen the last tutorial, it's...

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Tutorial
Turn-Based Battle - Keyboard Controls & Textboxes
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Up until now, the mouse has been used to control the battle system. We're going to make some changes in this version to swap to keyboard controls and have a tex...

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Tutorial
Turn-Based Battle - Damage Calculations
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Damage Calculations can be as simple or as complicated as you need them to be. In Pokemon for example, a move's damage is calculated by a complex formula and is...

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Tutorial
Turn-Based Battle - Damage Modifiers
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Going back to the Pokemon Calculation, the modifier adds in a load of other effects to change the damage output of an attack. They include things like effects d...

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Tutorial
How to make Fire Emblem / Conclave Style Movement
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See .Capx files for code and example (at the bottom). I split it into multiple event sheets for easier readability. Please keep in mind you will need a subscrip...

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Tutorial
How to Build a Turn Based Strategy Game
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An example of what can be accomplished using this tutorial and the provided TBS.Capx template visit the game Classic French vs British on the Construct Arcade....

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Tutorial
Grid for Turn-Based Movement
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Let's start by adding objects: Tile map with graphics for the playing field. TilePath "Tilepath" for the grid of moves. Sprite "Unit". Since a single tile is us...

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