Title. I'd like to know.
I figure this is a design philosophy question, and such. If it isnt, move it. Thanks!
ID:151953
Aug 19 2008, 1:53 pm
|
|
Aug 19 2008, 1:56 pm
|
|
It works excellently, as you don't have to worry as much about lag as you would in a real-time system.
|
In response to DarkCampainger
|
|
I see! Thanks for the quick reply.
|
Turn base works fine, look at all the pokemon games although pokemon battles are very slow stil lanswers the question does it not?
Also BYONDChess i think its called. and a quick search http://www.byond.com/developer/Dan/TakeTurns http://www.byond.com/developer/RaeKwon/TurnBasedCombat http://www.byond.com/developer/Anthony7/ TurnBasedBattleSystem http://www.byond.com/developer/Zagreus/RandomCombat |
In response to A.T.H.K
|
|
A.T.H.K wrote:
http://www.byond.com/developer/Anthony7/ TurnBasedBattleSystem Getting a bit off topic, I'm fairly sure that used to be my turn based battle system demo I made many many years ago (which is long off the hub now). I'd suggest not using this (for the joint reason that a random guy added some odd code, and I'm not particularly proud of that demo) http://www.byond.com/developer/RaeKwon/TurnBasedCombat These two demos are rather horribly programmed, so ditto for these ones as well, steer away. |
In response to A.T.H.K
|
|
I'd suggest my Turns library, which I have used myself in multiple games. I'm also going to release a simultaneous turn library at some point, but I'm thinking of making some minor tweaks to turn it into a general phase handler which could also be used for an asynchronous turn pipeline.
|