Tibzilla
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tibzilla.bsky.social
Tibzilla
@tibzilla.bsky.social
Fighting game nerd, regular video game nerd, beer league hockey goalie, hobbyist game dev, UI/UX software engineer.

Honestly I am just here to click the like button on cute animal pictures tho
This approach works well because you can scale it easily to a variety of ranges. I started with the movement tree BC I was overthinking this but this solution is 10x easier. Classic move.

But this effectively just does the "for each square away from origin, draw that many diagonals" per each range.
February 26, 2025 at 5:24 AM
Some more #gameDev notes/ illustrations to send out to the BSky ether!

Attack ranges: For a range 2, we start at 2 squares above the origin, then iterate through that range, and move diagonal each iteration (I should have done 3 to show it better oops). then we do that to the east, west, & south
February 26, 2025 at 5:24 AM
This shows a path with a "movement cost" of 2, indicated by the green arrows/ incredibly artistic forest tile.

I didnt know exactly how to visualize it costing 2, so I filled it halfway with each step as it went.

doing this from the origin out to every node will give the character full movement.
February 26, 2025 at 5:14 AM
(the previous gif only shows the north step btw, ran out of space)

Using the tree structure lets us place obstacles in the path, and will automatically adjust to show every possible movement available to the player. This shows how it works with a blocked tile to the south, indicated by a red X.
February 26, 2025 at 5:14 AM
I have some quick lil' gamedev illustrations I made ( quickly, poorly, and using a sudoku grid & MS paint) to show how some algorithms work in a small project I am messing around with.

So movement works using a tree structure, each node checks the next & subtracts total movement values.
February 26, 2025 at 5:14 AM
Updated the highlight animation
December 18, 2024 at 6:14 AM