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Easy-Dro

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About Easy-Dro

  • Birthday 07/10/1992

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  • Favorite Fire Emblem Game
    Awakening

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    Gunter (Cipher)

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  • I fight for...
    Hoshido

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  1. Well indeed it was possible, I wanted to add more things like weapons, more maps, a much more intelligent IA but I had to left them out because of the time. Anyway I'm happy with the result, this is my first game after all. Initially I wanted to do 2 versions of this game: PC and Mobile, but for some errors with the rendering and the time I had to left the Mobile one. Otherwise I would like to fix this one day. I also wanted to thank you all for your help and share the result: Note: I finished this last year, but I was busy/lazy to make this video :)
  2. Fucking finally, I spend arround 5 hours yesterday studying the algorithm and 8 hours today trying to apply it, but I finally have it: Well, it's time to start moving the characters... but I think I'll leave it for tomorrow xD Thank you all for the help.
  3. Umm... so it's like using A* or Dijkstra algorithm. I don't know anything about IA but I will study about it and post the results. Thank you very much for your answer and the example.
  4. Thank you all for reply, guys. It worked just as you say, I did the grid mapping the indices of the terrain matrix to Unity's coordinate system (so if TerrainGrid[1][3] had a unit, you'd see a sprite at (x = 1.00, y = 3.00)), I also make an interface that shows all the stats of the unit that you click to test if this works and it does! I made here 2 controls: the first is the keyboard and the other the mouse, so if I want to adapt the game to Android in the future I'll have alredy the controls. The true is that at the first was really confusing because I didn't know how to create everything, so I create all things in the Start method of every script but I tested it and it didn't work (since if like I'm creating everything in different threads and I had no control of it), so I make a controller class that creates everything (the map, the matrices, the pointer, the units...) and with this it worked perfectly. It took me this long because I'm studying web programming, so I dont have many time to deal with this, another reason is that I'm using sprites from Awakening, I take 20 different units, and every unit has 40 sprites, that is 400 sprites in total, lol. Also, the animations, I have created 10 animations per unit, so that makes a total of 200 animations (ones are shorter than others, of course). I'm a bit frightened of how I will connect all those animations with the character but well, time to time, I did animations before so I don't think this will be difficult, but it will be very long. Now I'm stuck with the movement, when I click on a character, it will show his stats and when I click again, It has to show me the squares he can move. I managed to make a method that recieve a character and depending of the distance he can move, it makes the blue and red squares arround it, and I also made a small filter that makes the method not to make squares out of the map. But the true is that I have to re-write that code because it doesn't work how I expected, because if I also have to filter the distance where the units can move, I have to filter the forest, the mounstains, the rivers... and the truth is that I have no idea of how can I do that and my code doesn't work for that. ¿How can I get the squares where a unit can move with every filter? This is what I get with my code: (this will be long) (Sorry for the language, since this is a project for school, I have to do this with my native language) As you see here, Priam can move 5 squares, so I get the squares he can move, the thing is that, my algorithm doesn't work to filter the map and cut his movement when the square is a river, forest or mountain because I did this this way: First I make a cross making 4 lines per separate in the same loop: And after that I make the rest like one of the first programming activities that you usually do at school: And because of this I can't filter the movement properly. I should get something like this: And filter it when for example there is a forest in a square: Or get something like this: But I don't have any idea of how can I do this. Edit: By the way, I have 2 matrices: 1 for units and the other for the terrain, just like Enaluxeme said, but I still don't know how can I cut the movement of... 3 rows? like that, It's a bit crazy. Someone knows how could I get this? This pisses me off because I'm stuck with the algorithm and I don't know how to solve this. For the IA I think it can be easy (if you don't want to make a complex IA of course), I just have to get the squares where a unit can move and make a method with a bunch of if/else. Thank you for reading.
  5. I was thinking about using 2 matrix aswell because I did something similar in the past at school with a small game where we have to create a small AI moving in a matrix, but the thing is that I don't know how can I connect the scenario with those matrix. I say, I can create a bunch of sprites or blocks but I don't know how can I connect them to the matrix. Is a good idea making a script who has 2 static matrix and add it to each sprite or block of the scene? I can't think in any other way of doing this. Yes, the AI will be hard as hell but sure it's the most interesting part and the one where I'll learn more. Thank you for reply.
  6. Hello people, I want to make a Fire Emblem game with Unity for a project from school but the true is that I don't have any idea of how can I make a grid-based scenario in Unity. I'm not a completly begginner with Unity because I have made 4 simple games with Unity (the last one was the survival shooter from the official webpage), but I'm still a begginner, so there are a lot of things that I still don't know. I have a small idea, but I don't know how can I apply it to Unity. I have been thinking about this and the most easy thing I can think is to create a plane in the scene and put a script with a matrix of Game Objects here, that matrix should be the grid of the game, but the thing is that even if I do that, I don't know how to show the matrix in the plane. How could I make a grid floor with Unity? Some people have recommended me the Grid Framework plugin, but I don't want to spend money with plugins, at least for now. Thank you very much for the help.
  7. Still looking Saizo with Death Blow. I leave here my castle as well. Currently up: Ryoma: Swordfaire, Vantage, Astra, Aegis, Lancebreaker (not active skills: Duelist's Blow, Swordbreaker, Savage Blow) Avatar: Hoshidian Unity, Dragon Fang, Renewal, Aegis, Pavise (not active skills: Lethality, Dragon Ward, Vantage, Savage Blow, Nobility) Sakura: Miracle, Rally Luck, Pavise, Tomefaire, Luna (not active skills: Rally Magic, Rend Heaven, Aegis) Jakob: Luna, Gentilhomme, Live to Serve, Tomebreaker, Shurikenfaire (not active skills: Resistance +2) Saizo: Poison Strike, Rend Heaven, Shurikenfaire, Replicate, Vantage (not active skills: Lethality, Golembane, Duelist's Blow, Locktouch) Kaze: Lethality, Aegis, Pavise, Shurikenfaire, Replicate (not active skills: Vantage, Golembane, Poison Strike, Locktouch) Oboro: Vantage, Seal Speed, Seal Defense, Lancefaire, Rend Heaven (not active skills: Swap, Quixotic) Silas: Armored Blow, Lancefaire, Luna, Aegis, Pavise (not active skills: Shelter, Elbow Room) Takumi: Counter, Quick Draw, Certain Blow, Rend Heaven, Bowfaire (not active skills: Skill +2) Kagero: Astra, Poison Strike, Lethality, Replicate, Shurikenfaire (not active skills: Golembane, Locktouch) Not up atm: Hinoka: Inspiration, Bowbreaker, Camaderie, Darting Blow, Warding Blow (not active skills: Rally Speed) Shura: Movement +1, Lucky Seven, Pass, Shurikenbreaker, Poison Strike (not active skills: HP +5, Rally Strength, Rally Skill, Golembane, Axefaire, Gamble, Locktouch) Azura: Amaterasu, Renewal, Aegis, Pavise, Foreign Princess (not active skills: Luck +4, Voice of peace, Inspiring Song) Azama: Miracle, Rally Luck, Renewal, Countermagic, Pavise Setsuna: Amaterasu, Certain Blow, Astra, Counter, Bowfaire (not active skills: Skill +2, Quick Draw, Air Superiority) Kaden: Beastbane, Evenhanded, Axebreaker, Swordbreaker, Lancebreaker (not active skills:Trample, Savage Blow) Mozu: Lancefaire, Rend heaven Subaki: Selene Hana: Pavise, Selene, Lancebreaker Shiro: Dragon Fang, Swordbreake, Death Blow Shigure: Pavise, Bowbreaker Sophie: Pavise, Lancefaire Kana: Aegis, Pavise Mitama: Rend Heaven, Countermagic it's not very much but I hope I'll be helpful to someone, tell me if you need anything.
  8. Got it! Thank you! No problem! Thank you for your Silas and Azama.
  9. Your Ryoma hasn't got lancebreaker as an active skill :( Thank you! I got Silas and Azama, but your Saizo doesn't have Death Blow as an active skill.
  10. Hello, I'm looking for: Silas: Pavise Shura: Death Blow Saizo: Death Blow Ryoma: Lancebreaker Azama: Aegis, Pavise
  11. Are you from America? I can't find your castle (I'm from Europe).
  12. Hello, I'm looking for: Silas: Pavise Shura: Death Blow Saizo: Death Blow Ryoma: Lancebreaker Azama: Aegis, Pavise
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