I've previously written a RPG game The compiler is using Spritebuilder, very good and powerful! All the code is done by OBJC, and now you want to try to mix the swift code in it.My purpose is simple, write a GCMan9 class with Swift, derive from the Gamecharacter class in OBJC, and finally use the GCMan9 class in OBJC.The Gamecharacter class is the base class of the game characters, and I derive more than 10 sub-classes which represent the main charact
Document directory
Implementation problems in the base class
Override the problem of Basic Methods
PDF download: http://www.tracefact.net/Document/Strategy.pdf
Introduction to fantasy RPG (role skills and Strategy Mode)
I have read some books and articles on design patterns. Although they are formal and authoritative (and I think there are some stereotypes), they always feel that people are not so close. As a result, I think about writing my own u
RPG Game Classic system Architecture design:
Bigword game engine is the use of this architecture, I know many of the RPG game company's colleagues have generally adopted this architectural approach.
Loginapp: Landing server, mainly responsible for the player's Landing request, verify the validity of the player, for the legitimate player allocation session, and cilent using a short connection, you can ha
Do RPG map can use TBW technology to do mosaic map. But it seems to be too much of a rule. and designing maps is a rather troublesome thing to do.
And now the 2D RPG game generally no longer use the pattern of Mosaic map block. Use picture layer mode instead. This is much better than the previous mosaic map block in the visual effect. If you also think that the puzzle is too much trouble, and do not know wh
The map occupies an important part of the RPG game. It is the platform for the game to unfold. So I am very simple to use the interface of the map, it must be too complex to bring the inconvenience of use.
Map interface: Sets the map size, sets the size of the map block, maps the scene to the specified ID, and generates a map based on the size of the specified picture and map block.
RPG maps are generally m
Panda Pig • Patty original or translated works. Welcome reprint, Reprint please indicate the source.If you feel that the writing is not good please more advice, if you feel good please support a lot of praise. Thank you! Hopy;)
In the previous blog post we realized the retro effect of RPG characters.Now that we're done with the high, we're going to do something like this:The character starts from the center point to form an empty hole, the edge o
In the previous section, we introduced the strategy pattern and used this pattern to implement an example of assigning skills based on the occupation of a role (which is, in fact, dynamically assigning methods to classes). As a fantasy RPG, with a career, we should also be able to choose a race for the character, such as: Human (Human), Elf (elf), Dwarf (Dwarf), Orc (ORC) and so on. And these four races have a very different form, the elf skin is gray
I am dizzy when I use flash for RPG. Many may think so when I hear this. However, the powerful script and excellent animation functions of Flash provide flash with RPG games.Good support. Today, I am going to teach you two basic models for RPG games. As Dayu is also a cainiao, please forgive me for the mistake.
Flash does not support 3D, so it is still difficult
Problem description: Lele, the super idol of "the killer of the AC female", suddenly played Deep recently, which can lead to a lot of "Cole" (Lele fans, "Cola "), after many probing, a senior Cole finally learned the cause. It turns out that Lele has recently studied the famous RPG puzzle:
There are n squares arranged in a row, and each grid is painted in red, pink, and green, it is required that any adjacent square cannot be of the same color, and t
Not easy series (3)-Lele's RPG puzzle
Time Limit: 2000/1000 MS (Java/others) memory limit: 65536/32768 K (Java/Others)Total submission (s): 23277 accepted submission (s): 9231Problem description: Lele, the super idol of "the killer of the AC female", suddenly played Deep recently, which can lead to a lot of "Cole" (Lele fans, "Cola "), after many probing, a senior Cole finally learned the cause. It turns out that Lele has recently studied the famous
Recently, it seems that the A-RPG game is very popular on mobile phones, of course, I recently also help the company to write a A-RPG class game. I've never written a game like this before, and it's written out from there to nothing. Also encountered a lot of problems, including the screen scrolling map title array index Calibration, the entire game frame, map data processing, layered processing, the protag
-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
Two of the most important positions in Massively Multiplayer Online mmo rpg games
According to my recent participation and completion of the launch project, the two positions are,
1. Numerical Planning
2. Network Protocol designer
Why?
A waste of numerical planning, your game art is cool, your ideas are new, useless, the value is unreasonable, who dares to play? Spend a lot of time
Directly causing no one in the game
A good number of games,
. 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
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