Answers to you numbers:
5: Sorry, I thought it was understood what a tactics style game was. My fault(if I sounded rude with that sentence, I was not <3). Um, quickest explanation is something like Shining Force or Fire-Emblem(or Final Fantasy Tactics). Mostly for the Shining Force style(Google the rom of the second game for Game Gear if interested).
I watched youtube videos of the gameplay from the games you mentioned. And I saw some diverse stuff. With all of them the battle gameplay was like this:
- The field is made up of grid space like a chess board.
- A number of units (friendly and enemy) are spread over the field on the grid.
- Each unit can do an action (move/attack/magic/etc.) when it is its turn. No other unit will do an action while this unit still has its turn. Thus the state of the board does not change until the unit has completed its action.
- Action move allows the unit to go to another grid space X over path Y, unless there is a grid space Z that contains a blockade. Thus movement can only be done to grid space Z-1 on path Y.
On the Shining Force videos I also saw that free movement was possible in non-battle areas. Free movement like the ones found in a regular Zelda game.
I went ahead with Collisions anyway since it's pretty simple for the overworld objects.
I created a 16x16 object called obj_collisions. I had to set the bounding box on the
spr_player to 16x16 and switched off precise collision checking.
Works out perfectly. Could probably remove the if moving = 1 part.
COLLISION WITH obj_collisions
Code:
if moving = 1
{
moving = 0;
switch(movedir){
case 1: x -= 2; break; //going right
case 2: y += 2; break; //going up
case 3: x += 2; break; //going left
default: y -= 2; break; //going down
}
//set steps to 0 to reset movement
steps = 0;
}
Well, if you are implementing a free-movement system than collision checking would be needed. But when using a grid-action (movement/attack/etc.) system, than I wouldn't bother with collision events or a collision system. You need a grid-action-check system. This system looks whether the action you are about to do can be done.
I have added a simple and small example made on your old gmk file to show what I mean.
You know what! I think it is best you first make a design document of what you want to make. Design document explaining the flow of the gameplay, entities in the world and work out some technical systems.