After the test, my roommate went home to enjoy online games.
On the official website, I learned about the game model, which is not much different from the previous RPG online games. Compared with the previous "legend", I developed only the task system and emphasized it in the team spirit.
Alas, it's not as good as single-host RPG.
Each game fan has his own standalone complex. This is not about competitive g
For more information about the three articles, click "Listen 5cn. orgar ...,. To learn more about the three articles, click:
Html5 [color = rgb (68, 68, 68 )! Important] Game Development-Zero-infrastructure development RPG games-Open Source lecture (1)
Http://www.html5cn.org/article-1737-1.html
Html5 game development-Zero-basic development RPG games-open-source lecture (2)-start a hero
Http://www.html5c
Alas... I wanted to make it an RPG maker. Although I know it is a bit unrealistic, I still need to implement basic functions... I wanted to preview the effect after it was completed, but the code was too messy. The level editor didn't know how to use a dialog box at the beginning, and did not know how to use GDI + for drawing, d3d is used as the map editor, and various message controls directly make the bloggers dizzy...
The client is also, the code
-m_gridobject->getposition ();Slotrelativevec[index] = cur;}M_gridobject->setrotation (Cc_radians_to_degrees (-m_gridangle));}6. Each frame lets the character move to its corresponding slotvoid Gamecontrolmanager::updategriddirection (){Point slot = Getslotposbyindex (Hero->getslotindex ());if (Hero->getcenterpoint (). Distance (slot) > Getelasticrange ()){Hero->movetoward (slot);}} Copyright NOTICE: This article for Bo Master original article, without Bo Master permission not reproduced. COCOS2
underlying Engine Based on my personal experience. If there is something wrong, please be sure to understand and correct it.
In addition, because I am familiar with rmxp, this article mainly analyzes rgss instead of rgss2. Compared with rgss, rgss2 does not change much in the underlying implementation, but it is more standardized and adds some functions. Therefore, most of the content in this article is also applicable to rgss2.
1. How RM works
1.1 Overview
Many people may have criticized RM
I. Let's talk about the world's major events.
Not long ago, I sawLufyOn the blog, a friend wants an RPG Game Engine and is ready to work on it out of interest. Since I have been studying lufylegend for some time and have a certain degree of dependence on it, I am ready to base this engine on lufylegend. Temporarily named lufylegendrpg. After all, it is based on lufylegend. If the name does not contain the words lufylegend, it cannot be said... I recen
RPG Game learning-2. rpgmaker event Learning 1, rpg2.rpgmakerEvent[Description]It can be used to draw components on the fourth layer. It can be a transparent "narrator" invisible to the game to manipulate the running of the plot. It can be placed on the edge of the map as a moving point for switching scenes, it can also exist as visible characters or items such as NPC, BOSS, and role.[Category]MAP events and public events.The map event settings are un
Development of RPG games using j2-based technology (2) -- Key Processing Mechanism
Author: Chen yuefeng
From: http://blog.csdn.net/mailbomb
In the game, the key processing mechanism also needs to be carefully implemented. Here we will introduce a practical key processing mechanism.
In actual games, we generally do not write logic Code directly in the keypressed or keyreleased Method for key sensitivity. Instead, we only record or clear key records
. Prefab in the resources folder to facilitate dynamic creation using the resources. Load () method. The Code logic is first illustrated in the previous figure to illustrate the simple program structure.
Applicationmgr class: manages global objects and application settings;
Inputmanager: handles all operations here, including mobile camera and click placement role (call the spawncharacter function of charactermgr );
Charactermgr: responsible for loading resources when the program starts,
Cocos2dx3.2 develop RPG Flighting (10) To add blood records to the role
I. Preface
The Role class actually has many attributes.
Protected:/* combat-related data */int m_id; // idRole * m_attackTarget; Role ** m_attackTargetPtr; // attack target Point m_desPoint; // ROLE_STAT en_stat; // Current Status FlightLayer * m_layer; // parent control int m_speed; // movement speed int m_initSpeed; int m_attackDistance; // attack distance int m_initAttackDista
I found an xna4.0 series of tutorials on foreign websites. It was about the development of RPG games. I couldn't help but build a good game engine. I also designed a complete editor. It felt quite good, I would like to share with you here.
This tutorial is written by Jamie McMahon. The links to the series of tutorials are http://xnagpa.net/xna4rpg.php.
After my own arrangement, I will merge the Left and Right PDF tutorials into a PDF, and combine
= Director->getopenglview (); if (!glview) { Glview = glview::create ("Flighting1.2"); Director->setopenglview (Glview); } Glview->setframesize (1280,720); Glview->setframezoomfactor (0.6f); Glview->setdesignresolutionsize ( 1280,720,kresolutionexactfit); Turn on display FPS director->setdisplaystats (true); Set FPS. The default value is 1.0/60 if you don ' t call this director->setanimationinterval (1.0/45); Create a scene. It's an Autorelease object auto
hero class and M_monsterdeqIn fact, the hero class is a derived class of role, and Monster is also a derived class of role. When it comes to real battles (rather than walking alone), we'll talk about the difference.If your last section has been able to successfully implement the control movement of a character, you may find that there is a serious problem that the z-axis order of role does not change, resulting in the more addchild role. This is clearly not in line with our requirements. Our re
Prior to the establishment of equipment information and assembly functions, now began to build a skills system.Similar to the item information, we first need to design a good skill system text, design a good classification of skills.In the design process, you need to do the skill function and release target classification, the skill text is as follows:4001, fatal Strike, skill-02, damage 250%,singltarget,attack,250,0,6,1,swordman,1,enemy,1.54002, Block Mastery, skill-07, defense 130%,buff,def,13
Okay, next time project, we are going to implement the method of dragging the icon to the shortcut bar in this issue.Requirement: When the skill icon is dragged to the shortcut bar, when the mouse is released, the corresponding grid of the Hotbar will display the skill icon.Idea: Very simple, we set an arbitrary icon under each shortcut bar, resize it to the appropriate size, and make it appear by default, when the skill icon is dragged to the shortcut bar, the icon is displayed and set to the i
The last-time feature implements the click Logic of the NPC model, and now begins to create a list of medicines for the information window.Functional Requirements:① displays a list of information about the drug, including: icon of the item, item name, item effect, item price;② Displays the purchase button of the medicine, realizes the click function;③ Click the Buy button, display the input box, enter a number in the box after the OK Confirmation button.The build process is as follows:① Create a
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