Remove Editing Remove Scripting Remove Tile
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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. We’ll add this to the same script as the Dirs enum. The breadcrumbs mentioned earlier.

Tile 59
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Godot Tactics RPG – 01. Intro & Setup

The Liquid Fire

From there I used Sphere, an open source 2d Engine that scripted in javascript. To create a folder right-click inside the FileSystem pane and select New Folder and add these folders addons Materials Prefabs Data Scenes Scripts Settings Textures We’ll add a few more folders inside these as we continue the project.

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D20 RPG – Board

The Liquid Fire

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. This asset will be sort of abstract data, and can be “skinned” with specific tiles at a later point. They are available in this package here.

Tile 52
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Godot 1.1 beta1 is out!

Mircosoft Game Dev

Supports a lot of scenarios and perform smart-completion of node types if a scene where the script is being used is open. Visual Shader Editor (Edit shaders connecting nodes). Improved Isometric TileMap Support (proper Z ordering of tiles and children nodes). New features include: Rewritten Auto-Completion in the Code-Editor.

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D20 RPG – Pathfinding

The Liquid Fire

In that project, we had some unique challenges thanks to a non-square board where tiles were optional. In addition we had to consider tile heights – and whether or not a unit could jump as high as needed. In contrast, the pathfinding in this lesson will be for a 2D square board with no missing tiles.

Tile 52
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Godot Tactics RPG – 03. Input & Camera

The Liquid Fire

Next we need to create a new folder under Scripts. Name this one “Controller” We’ll place all our controller scripts in here. Create a new script named “BattleController.gd” and attach it to the Battle Controller node. This script will be pretty simple. save_game.store_8(tiles[key].height)

Tile 59
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Godot Engine reaches 2.0 stable

Mircosoft Game Dev

Previously, only the root node of a scene was editable. It is now possible to edit any children node of the instanced scene and have the changes persist. Even sub-instances of instances can be edited with persistent modifications. Multiple scene editing. This allows having multiple pages open together with scripts.