Grid-Based movement using the Tilemap object for collisions.

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Here's an example of grid-based movement with C2's tilemap object. Using a tilemap layer for collision checks makes it really easy to work with the grid. C2 gives you the ability to check and change a tile at certain coordinates. This can be used to create a level editor, but also to work with grid-based movement.

You'll find detailed comments in the capx file to guide you through the code. It shows how to have a character that moves fluidly on the board, with collison data handled and updated on a Tilemap object.

And if you're interested, this video explains grid-based movement/collisions from a game design standpoint:



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  • hey can you please help me make a game like final fantasy tactics & i can pay you