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Post by MBitt on Jan 7, 2004 8:32:22 GMT -5
You could use the mouse with a click and follow method like Diablo II. Then the character just finds a path to your click location. Only thing I don't like about those type of games is your character sometimes goes to far or wonders off into the wrong direction.
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Post by IsmAvatar on Jan 7, 2004 15:22:39 GMT -5
or to use the arrow keys. ever heard of boolean "and" or "&&"? if keyboard_check(vk_up) && keyboard_check(vk_right) { direction = 45 speed = 4 }
No numpad required.
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Post by MBitt on Jan 8, 2004 8:21:48 GMT -5
You should start a section of code snippets. Little codes like that are very usefull. Would be good for people not at your level.
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Post by IsmAvatar on Jan 8, 2004 17:43:06 GMT -5
You're talking about the boards, right? Well, this is what the Miscellaneous Essentials is for.
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Post by megamushroom on Jan 14, 2004 16:49:17 GMT -5
Wow, such an in depth discussion! I personally like 4 directions, but i also thing it depends on the size of the areas the player is permitted to walk around in. The larger the area, the more 8 direction is needed (to cut corners etc).
Also, 8 way is only easier if you are working with 3d models. In 2d, you have to mainly redraw sprites, which can be a costly and time consuming job. In 3d, you can simply make the animation and rotate it.
You say that ps2 and xbob are mainly using 8 direction, and by using 4, games dont look as professional. I believe that using 8 or 4 doesnt take much away from the game(as it is only for walking after all), however, if an aspect of the game depended on the moveability of your character(ie real time battle system), then the difference between 4 and 8 directional movement can be crucial.
Most RPGS on ps2 now are becoming just a mixture of games rolled into 1. They are becoming linear and comercial (ffx), and mostly use 360 degree rotation, due to the anolouge stick.
Personally, i prefer the 4 way direction of ff6.
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Post by IsmAvatar on Jan 15, 2004 18:45:38 GMT -5
yeah, the 4 way direction of ff6 is good, and so is pokemon, I mean consider how popular it became. since 2d is quite classic, so is 4 direction, so if you're going for a more classical feel, 4 direction may be a good choice. most games that use 4 directions have a battle system where it goes to a separate screen, and aren't very real time (probably because the ones that were real time realised how difficult it was on the player). I kinda disagree when you say
I think it's very important. Your choice will affect many aspects of the game. Not to mention, every aspect of the game is critical. Even the smallest faults in a game could ruin a lot of it.
now, the fault in ff6 would probably be going into buildings from the back. You sorta vanish, and can't see anything in there. But that's another topic.
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Post by MBitt on Jan 15, 2004 22:29:18 GMT -5
Maybe just split the difference, the PC moves in eight directions and the rest move in 4, that would give another level to the game. It also makes it easier to move at an angle without that flashing between sprites. In a real time battle it gives you the ability to circle the character that you are battling. The second screen turn based battle system, it would has no effect, because you only have 1 direction.
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Post by hamalnamal on Feb 16, 2004 11:38:39 GMT -5
lets put it this way, four is good for 2d rpgs like zelda pokemon ect. but as soon as you go 3d it needs 8 direction simply because it fits better
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Post by AltiusBimm on Feb 27, 2004 21:28:44 GMT -5
My preference is 8-directional on an isometric map, with tiles confined to a gird (obviously), yet with free movement of characters (one pixel at-a-time if desired).
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Post by hamalnamal on Feb 28, 2004 20:55:21 GMT -5
yeah but in something like pokemon that doesnt work, its a gameboy game you only have 4 directional keys.
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Post by Antman on Feb 29, 2004 7:55:55 GMT -5
lets put it this way, four is good for 2d rpgs like zelda pokemon ect. but as soon as you go 3d it needs 8 direction simply because it fits better Actually, Zelda:LTTP had 8 directional movement but only four sprites. It actually desn't look so bad either. I think that in most cases, 4-direction is best for 2D turn based RPG's, 8 direction is best for 2D real-time RPG's and 360 degree rotation is best for 3D RPG's.
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Post by AltiusBimm on Feb 29, 2004 13:37:44 GMT -5
yeah but in something like pokemon that doesnt work, its a gameboy game you only have 4 directional keys. It is not necessary to have more than 4 directional keys in order to have 8 directions. The extra four keys needed are simulated by the pressing of two directions at the same time. (For example pressing up and left at the same time makes the character walk in a northwesterly direction.)
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Post by megamushroom on Feb 29, 2004 17:46:34 GMT -5
Ism has already pointed that out........
i think just 4 sprites doesn't look too bad if you are using 4 directional movement.
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Post by hamalnamal on Feb 29, 2004 18:29:31 GMT -5
how would you have 4 sprites yet 8 directions?
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Post by Antman on Feb 29, 2004 19:33:38 GMT -5
how would you have 4 sprites yet 8 directions? Well, you could move south east or south west, but it would just show the down running sprite.
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