December
29
2013

34. Game Controls

The game controls define how the player and camera controlled – let’s take a look how to change them.


December
12
2013

Quick game testing

Tired of always going through the main menu scene to test your game? You can use the Game Starter to quickly test your game in the scene you’re currently working.


December
11
2013

33. Real Time Battles

In Real Time Battles, the actions of a combatant aren’t bound to turns or a timebar. Instead, actions can be performed at any time.


December
11
2013

32. Control Maps

Control Maps are used to bind actions (like using an ability or item) to input keys – we’ll use a control map in Real Time Battles to use the base attack without going through the battle menu.


December
11
2013

31. Damage Dealers and Damage Zones

Beside using Calculate steps in battle events, you can also deal damage upon physical contact using Damage Dealers and Damage Zones – we’re going to use them in Real Time Battles.


December
05
2013

Doing Damage

The result of every action in a battle has to be calculated, and there are two ways to achieve this.


November
30
2013

30. Combatant Spawners and Move AI

This time we’ll spawn some enemies and let them hunt the player to start a battle.


November
28
2013

29. Active Time Battles

In Active Time Battles a combatant can perform an action once his timebar has been filled.


November
22
2013

28. Combatant Groups

Our first battle used a single combatant – creating Combatant Groups will help us save time when fighting multiple combatants.


November
18
2013

27. A simple HUD

We can use HUDs to display all kinds of information – in our case, the player’s status (HP and MP).