Remove Code Remove Data Remove Point and Click Remove Tile
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Godot Tactics RPG – 03. Input & Camera

The Liquid Fire

Setting Up Input Mapping I think the biggest things in Godot that are a bit different with input are that the mouse scroll wheel is considered a button click. One click for each ‘tick’ the wheel scrolls. It will mean that if we decide to update it in the future, we won’t have two places to edit map data.

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Godot Tactics RPG – 01. Intro & Setup

The Liquid Fire

link] [link] [link] [link] [link] Prerequisites Some knowledge of code is definitely going to help here. I’ll be writing most code in Godot’s Gdscript, so familiarity with that or Python will help. You can download Godot here – [link] Click the link to Download the 4.x x for this tutorial. stable_mono_win64.exe”)

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Godot Tactics RPG – 02. Board Generator

The Liquid Fire

We’ll create everything we need to build our tiles and generate a board or two. Gdscript Before we get into any code, we need to take a quick look at some syntax. Now for the unfortunate news, code display on the web isn’t always straight forward. Tile Script We’ll create two folders here.

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D20 RPG – Board

The Liquid Fire

In this lesson we will look at making custom boards for our encounters that are data-driven and skinned in a Tilemap. A lot of people asked about making 2D maps and how to use different types of tiles like water vs dirt. For this lesson I created a couple of simple images to use for tile maps.

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Godot Tactics RPG – 05. Pathfinding

The Liquid Fire

As we need to find all possible tiles a unit can move to, A* quickly bogs down because it is designed to find a single path from point A to B as quickly as it can, but finding a path from A to B-Z is a lot of individual paths. static func GetDirection(t1: Tile, t2: Tile): var dir:Directions.Dirs var toTile:Vector2i = t1.pos

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Godot Tactics RPG – 06. Anchored UI

The Liquid Fire

This time we’ll be working on some scripts to make working with anchor points in code a bit simpler, and allow us to animate some things in our UI. This time for Anchor Points set Left to.4, Click on the ParentPanel and create 3 child nodes of the type ReferenceRect and name them VRect, HRect and FullRect respectively.

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Neo6502 Review

Retro Game Coders

Mhz, which is closer to the clock speed of the Amiga and Atari ST than the Atari or C64, and a lot faster than most of us are used to when coding retro games. Things like complex math (multiplication, floating-point) and graphics are also handled by the RP2040, acting like a co-processor.

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