Tutorial

Tiled to AGK: Step 1-Prepare the tilesets.

It has been a long time since I have done a proper blog post.  This one is the first part of a multi part series of importing Tiled maps to AGK.  I use AGK in Tier 2 as a game framework using C++.  This is the real draw to AGK for my use, as I have the simplicity of AGK with the power of C++.  However, this tutorial is written using an AGK Tier 1 snippet as there is no need for any added complexity.  I will eventually write a C++ variation that is more flexible, but none the less, let’s start part 1 of this tutorial.  It is important to note that this does not only work with Tiled, it can be used to load any tileset/atlas image easily, but Tiled is my motivation for making it.

Tiled.png

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How to – Limit event to facing direction

Part 1:

In this tutorial, we will be covering how to check direction checking.  This first half will be covering pseudo methods and just theory, the second half will be implementing it into RPG Maker VX Ace.

This portion of the tutorial will be usable in any game making engine as it is all pseudo, and not limited to RPG Maker.

What we will be covering in this tutorial is how to make an event trigger only when facing a character, and rom a specific distance.  Sound simple right?  Well, let’s get started!

Now, let me show an image of what we are going to achieve.

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