I have been thinking of making a turn based rpg with similar movement to pokemon games. However I am not sure where to start with the grid system. Movement will be in four directions (N, S, E, W) and Im wanting the movement from grid point to gridpoint to be smooth transition. Similar to the pokemon games for game boy...
Im not wanting anyone to write the script for me, but if anyone has any suggestions on what the best way to do a grid movement system please help me out.
Also once the system is complete, how would I go about making the maps actually work, such as the tiles that you can move into and the ones u cant move thru...
Again any help on this would be greatly appreciated and I am trying to pretty much mimic the movement from Pokemon games...
Answer by Eric5h5
May 08, 2011 at 06:53 PM
GridMove. You can use an array to represent the world, in order to do impassable tiles etc.
Thanks Eric, I completely forgot to check unifycommunity ><
Asfar as the array to represent the world, im assuming it would be a 2D array..and would it be viable to use ints to represent what the grid space is IE: 0 = moveable 1 = obstacle?
Thanks again man
Yes, a 2D array would be easiest, and using ints is OK.
Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.
The best place to ask and answer questions about development with Unity.
To help users navigate the site we have posted a user guide.
If you are a new user, check out our FAQ for more information.
If you are a moderator, see our Moderator Guidelines page.
We are making improvements to UA, see the list of changes.
For troubleshooting common problems with Unity 5.x Editor (including Win 10).
Answers and Comments
No one has followed this question yet.
Plane grid system resource demanding
Grid Based Movement (Pokemon-like)
Lerping on rigidbody2d.position isn't working properly, is it supposed to?
How to Restrict Movement of a Dragged Object to a Game Board?
Help with Grid movement script + AI script