Flash Tutorials by TonyPa
While you may think rectangles are only shapes that can be used in tiles, it is not true. You can use other shapes too, for example triangles. In this chapter we will look how to use hexagonal tiles.
April 14,
2006
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6,950
This time we will see how to add slopes.
March 14,
2006
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The breath-first search we created in last chapter, is not too fast. Thats why this time we look into faster algorithm, that would allow usage of larger maps without slowing down the game.
March 1,
2006
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One thing common so far with all our examples is how the hero is dumb. If you tell him to move left, he would go left. Surely being dumb is nice when you are in the army, but our hero should have some sort of brains to find its way through the dangers of the world. So, lets put in some pathfinding.
January 31,
2006
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We can make more interesting by scrolling and rotating the background.
January 20,
2006
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Hopefully you have noticed how our hero has been so far walking straight. He could walk straight to the left or straight to the right, but not in any angle. Now we will allow player to rotate the hero and walk in any direction.
January 4,
2006
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Now that we know how to make isometric view and how to control the hero with mouse we should now combine isometrics and mouse.
December 21,
2005
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Its time to let go the keyboard and grab that little furry thing on your desk. Not that, the computer mouse.
December 20,
2005
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4,651
Isometric view is great to add depth into your game. Many famous games use this vie, because its simple to do, but looks good.
December 19,
2005
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7,088
So far we have kept our game stricktly two-dimensional. That means if some tile is in front of other tile, it will remain in front no matter what happens in the game.
December 16,
2005
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