Tile Based?

3 replies [Last post]
Posts: 5
CP: 0

I understand through reading a fair bit on the forums that there is a tile based system implemented for the solo use of making the map editor easy to use, I was wondering how difficult it would be to apply this to the game itself, which classes I would take a look at and possibly how to go about doing it. I'd find it much easier this way to program, I'm sorry if this has been asked a billion times before and thanks in advance.

Posts: 1647
CP: 26119

Right now, no. I probably won't add it myself, either, but I know someone else has already added it to their game so maybe they will write a guide at some point.

Posts: 5
CP: 0

Thanks for the swift reply, I understand it isn't used at the moment for the game itself I was just more curious on how hard it would be to change, e.g. would it be as simple as just changing the character and enemy movement or would I have to edit about 20+ classes in which case it is probably way beyond me, thanks again.

Posts: 1647
CP: 26119

Honestly, I am not too sure since I have never really considered it. I don't think it'd be too tough to do a mediocre implementation, though. Instead of stopping a character when they send the "stop moving" command, you keep moving them until they reach the end of the next tile. You wouldn't gain any of the performance benefits of tile-based, but it should do the trick.