I have the entire concept for my game worked out in my mind, I'm just having a little trouble implementing those ideas in the editor. I have moderate experience with the Galaxy Editor, but I am going to need some help with some triggers/variables/dialogs. I have the map built and most of the regions, points, and global variables ready. My dice dialog system is working fine (but still needs a little tweaking).
I'm mainly hoping someone can help me work out the movement system and the player turn mechanics.
I would prefer to communicate over some sort of instant messenger, if anyone would like to help me out, let me know.
Block meaning they can't land on that space.
I would still have to make a dialogue for every possible move. For example: If a unit in space one is selected (and Dice1 or Dice2 =1) then, create dialog box with option to move unit to space 2; if unit in space one is selected and dice =2 then....if unit in space 24 is selected and dice =6 then.....
I'm trying to figure out how to allow units to move based on available moves from 2 die that have been rolled. The dice integers have been saved as global variables and each space has been assigned a region. Unit in each region are automatically added to unit groups.I want to do this without having to program in every possible move (from every possible position) using if-then statements.
I was thinking something like:
Trigger: Unit is ordered to move
Condition:
Action: -Unit - Order (Closest unit to point in unit group) to (move targeting point)
I can't figure out how to add conditions to block spaces that have 2 or more enemy units in them. I also need to work out how to I guess compare some of the variables. for example [If triggering unit is in unit group 1 and the dice are 3 and 5 only allow units in unit group one to move to spaces 4 and/or 6]
My new custom game has been published. Give it a try.
BomberMan BattleGround combines elements from the classic game Bomberman with a Sabotage (Call of Duty) or Capture the Flag style game-play. It all takes place in a World of Warcraft style PvP battleground. Two teams of four players battle over the grenades at the center of the map and use them to destroy their enemy's Command Centers.
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I have the entire concept for my game worked out in my mind, I'm just having a little trouble implementing those ideas in the editor. I have moderate experience with the Galaxy Editor, but I am going to need some help with some triggers/variables/dialogs. I have the map built and most of the regions, points, and global variables ready. My dice dialog system is working fine (but still needs a little tweaking).
I'm mainly hoping someone can help me work out the movement system and the player turn mechanics.
I would prefer to communicate over some sort of instant messenger, if anyone would like to help me out, let me know.
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Block meaning they can't land on that space. I would still have to make a dialogue for every possible move. For example: If a unit in space one is selected (and Dice1 or Dice2 =1) then, create dialog box with option to move unit to space 2; if unit in space one is selected and dice =2 then....if unit in space 24 is selected and dice =6 then.....
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I'm trying to figure out how to allow units to move based on available moves from 2 die that have been rolled. The dice integers have been saved as global variables and each space has been assigned a region. Unit in each region are automatically added to unit groups.I want to do this without having to program in every possible move (from every possible position) using if-then statements.
I was thinking something like: Trigger: Unit is ordered to move Condition: Action: -Unit - Order (Closest unit to point in unit group) to (move targeting point)
I can't figure out how to add conditions to block spaces that have 2 or more enemy units in them. I also need to work out how to I guess compare some of the variables. for example [If triggering unit is in unit group 1 and the dice are 3 and 5 only allow units in unit group one to move to spaces 4 and/or 6]
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facebook.com/bombermanbg
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My new custom game has been published. Give it a try.
BomberMan BattleGround combines elements from the classic game Bomberman with a Sabotage (Call of Duty) or Capture the Flag style game-play. It all takes place in a World of Warcraft style PvP battleground. Two teams of four players battle over the grenades at the center of the map and use them to destroy their enemy's Command Centers.