Jump to content

View more

Image of the Day

WIP title screen for #DeathOfAPartisan #screenshotsaturday #gamedev https://t.co/qJNhfZCvd4
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.


Sign up now

Different Styles For Moving Sprites

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
3 replies to this topic

#1 CaptainKraft   Members   

266
Like
0Likes
Like

Posted 11 July 2012 - 01:37 PM

Lately I've been trying to make a lot of design decisions for my game and the type of movement that will be in the game is a big deal.

I've tried out a couple different methods (free movement and tile-by-tile movement) but I'd like to see what you guys think.

What are some different ways to control movement that you have experience with and what are the ups and downs? Also, which do you think is the most fun to use?

#2 jwezorek   Members   

2636
Like
0Likes
Like

Posted 11 July 2012 - 02:48 PM

What kind of game are we talking about? Tile-based 2d RPG?

#3 CaptainKraft   Members   

266
Like
0Likes
Like

Posted 11 July 2012 - 03:42 PM

What kind of game are we talking about? Tile-based 2d RPG?


Pretty much. I want to include some RTS-type stuff like building a base, but mostly RPG.

#4 laztrezort   Members   

1058
Like
0Likes
Like

Posted 11 July 2012 - 04:54 PM

Conventially, real-time games are generally free-movement, while turn-based are grid (rectangular or hexagonal).

The fun-factor would depend entirely on the style of the game. A real-time game, especially where finesse is needed when moving the player, would potentially annoy me if it was grid-based.




Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.