Equal amounts of tiles in both directions could be shortened to NxN units. Odd sized tiles could be MxN units. NxN could maybe be done by moving the center of the unit to tile intersections vs tile centers, but not sure if that will work for you. I have no idea on how to do it in a hex grid scenario. And MxN units… well I’m glad it’s you that has to figure that out and not me.
Thanks , NxN is much easier I’ve actually figured out how to do NxN units already and it is working pretty well. It is MxN I haven’t been able to do yet, and I will probably be skipping this, at least for now.
Units that take up irregular (MN) tiles greater than 21, you mean? I’m leaning towards not implementing this. At least until I’ve seen one example of a computer game that has done this well in the past. My searches have turned up empty so far.
Hehe, no problem. Here is a screenshot of the WIP build. Still a long way to go, but the basics are down. Displayed tiles in move range do not correctly correspond to the actual tiles that can be moved to yet for one, but navigation works fine, even on multi-level grids:
I see NxN mentioned, but a simple english word would be equilateral, meaning sides of equal length
Thank you for your comments on multiplayer BTW, I’m excited to see what others have come up with and what you might implement in the future!
And I can’t believe you are reading my mind with the multi-cell implementation!!! I was agonizing on how to figure this out or design around the limitation. You rock!!
I will add my 2 cents that equilateral unit sizes should allow 90% of what developers would need for multi-cell units. And if it means a much sooner update, I say leave rectangular unit sizes for a future update if it is requested enough. You’d have to have some really long and skinny units to not be able to just put them in an equilateral cell and call it good. Some extra space on the sides of the 3D model isn’t so terrible.
I am in the middle of a couple projects but I am counting the days until I have time to dive into UE4 and ATBTT properly! It’s a treat to see how much it is being updated, I will have to hurry up or you’ll have a full game already made!
Well, my plan was always to make a game, but I god sidetracked improving the toolkit… for a couple of years so far. I enjoy this sort of development, though. Making a framework for other people gives me an excuse to obsess over adding features and improving performance, which is an easy way to never get anything released if you’re making an actual game. I might begin more focused work towards a game of my own after completing the next update, though. Features will continue to trickle down into the toolkit from this development too, of course.
I’ve updated the “planned features” list in the first post to reflect the planned features for next update. Though there are just two major features (and I will try really hard not to begin working on more until these are done), they are both very tricky. Multiplayer in particular requires a restructuring of parts of the toolkit, and I’m using the opportunity to look through stuff I coded a long time ago and cleaning up/simplifying stuff.
Hey @ - Since you are going to go back and restructure parts of the kit.
Make use of components. This would allow us to make use of functionality we need and exclude stuff we do not need. It will also save allot of headaches due to the logic being modular.
I am really looking forward towards the Large creature support and Networked Multiplayer.
Also to build on what HeadClot said. If you are going to be refactoring code, you might want to consider moving the camera and some other things out of the GameMode class. Eventually you will want to make this a networked game and GameMode will not exist on the clients machines.
That is a good idea, HeadClot. I have considered adding components before, but did not find any obvious use for them. But I can see how both multi-tile units and units with skill-arrays are good candidates for components. I’ll test it out and see if it is a good solution. Are there any other features in particular you were thinking of where using components would be beneficial?
Well yeah, that is a good way to describe it, though a square is technically a rectangle
Yes, this is one of the thing’s I’m doing. One of the reasons I am refactoring at all is to implement networked multiplayer, and a major reworking of the game mode is part of that.
Edit: I appreciate all the input from everyone. If you are someone who is reading this thread and has been using the toolkit and have been annoyed by anything or thought that something could be done better, now is the best time to let me know, since I am in the process of refactoring.
hi i want to know if possible to do a dynamic combat in certain part like dofus but possible to have reinforcement. And i want to know too how can put the attack, skill like ff7 thank you!
Hi Seikei. Could you be a bit more specific? I have not played dofus, and I’m not sure what you mean by dynamic combat or reinforcement. New units can be spawned at any time using the Spawn Unit function in BP_GridManager if that is what you are asking. I’m not sure what you mean concerning attack skill in ff7 either. Could you explain the end result you want to achieve?
in ff7 when go on combat you have option like xcom to do some attack
attack (sword attack)
magic( fire magic, ice magic, and lot more)
item ( you can use what you have in your inventory like potion, or grenade)
skip turn ( if you dont want to attack)
in dofus when you go on combat you be tranfer in some parallel to do your combat (no one can join exept at the trigger of the combat)
the what i want is not go in parallel and able to get reinforcement so anyone can join the combat at any time
and have a free mod when not in combat to go where i want.
Check out the included tactical game example which has a skill system similar to the one you descrive (including skipping a turn). It is in Maps/SciFi/Jungle_Raid. I’ve made a video describing some of this here.
Your second question only seems to relate to networked multiplayer games, and probably only to MMO-style games at that. ATBTT does not currently have networked multiplayer support and even when it does (planned for the next update) I have no plans for adding anything related to having persistent worlds with large numbers of players. Anything like that you would have to add yourself, though I’ll provide input to the best of my ability when you get to that point.
Something that you might be able to fit into your refactor is flying/hovering units. Similar to the ones in XCom. Probably just need a way to prevent adjacent tiles from hitting with melee depending on the flyers height. Flying may also affect the cover system too. Anyway just a thought.
What I am trying to do i create a base C++ class for all your blueprints and copy all the logic over. The idea is Eventually I want to convert what I can of the logic into code. So I created a gridmanager C++ class, put all the variables in there and have them function in blueprint. I then went through your construction script and basically copied everything over (functions and macros included). However I have came across a couple issues. I figure It would be because i missed something in the logic or typed in the wrong number, So I was hoping you can possibly put me in the right direction instead of me going through all of the script again to look for it.
The issues are with the collision plane and the Square Tile setup. The square tiles do not showup when “ShowDefaultTile” is checked. However when I click HexGrid to true, The square tiles do show up in the Hex formation.
With the Collision Plane, it scales to the grid size, but is bigger then what it is suppose to be.
Im sure there might be more, but these are the noticeable ones right away, and if i could just get some help on where in the construct script that these issues might be that would be awesome, if not I will look through it all carefully and see where i went wrong
Hi , thanks for the suggestion. Flying units are one of those things that is done very differently in various TBS games, so it is not something I see myself adding to the base toolkit, but perhaps I’d add some variant of this in an example map. Pergaps in the Jungle Raid map as I think you suggest. The main problem to solve for flying units is pathfinding, which would have to be quite different than for other units. They would not only have to ignore edge costs, but also move between tiles that don’t even have an edge and move along an intelligent spline that could change altitude to fly over walls etc. In any case I will not be adding this to the next update as I’m trying to keep the list of needed features short and this is something I believe can be added on top of the rest at a later point.
My name is Stefan. I am working on a turn-based game with the grid manager, version 1.6. My question is - when I add a grid manager in a level and add units / props, their placement index gets calculated automatically. The thing is, when I change the grid size (the number of rows and columns), the grid placement index does not get updated automatically, for items, already on the grid. I suppose I can edit the construction scrip of the GridManager and refresh / recalculate all the placement indexes once they are changed. Is there a simpler way around it that I failed to notice? Thanks!