The fun additional storyline is sure to keep you hooked as well especially for FF12 fans. If you played the original then not playing Revenant Wings feels like a terrible crime.
Such as the complete removal of random encounters, character creation for your hero, and co-op multiplayer for up to four players. Like the battle and menu systems. Combat and progression mechanics have also been enhanced considerably, with an increased difficulty level and the ability to assign new commands to all playable characters.
This finally gives FF4 character customization options that the original lacked. But if having such a grand adventure in your pockets is not enough for you, you do deserve getting branded as a spoony bard. The beautifully remastered graphics give more personality to an incredibly charming multi-generational tale that gets more personal, and way more engaging, as it proceed. It brings us back to the Unova region two years after the previous adventure. The Nintendo DS release is the definitive version of the game, and the best way to enjoy it.
Wwo new dungeons, a new ending that bridges the gap with Chrono Cross, and a dual-screen mode that removes all the clutter from the main screen. This way you can marvel at how gorgeous the game still looks even 20 years since its release. The gameplay is more fun than the story for sure.
A great Mario RPG title worth checking out. There is one thing that Radiant Historia definitely does right: time travel. The long war between the two dominant kingdoms sees no sign of ending, and a terrible disease is turning the world into a wasteland. Controlling the quiet and brooding Stocke and his band of soldiers, players must use the mysterious White Chronicle to travel through time and make sure history takes the right turn. With an excellent melancholic atmosphere, an engaging battle system that combines turn-based action with tactical mechanics, and a truly engaging story, Radiant Historia is your game.
If you buy something we may get a small commission at no extra cost to you. Learn more. RPGs today still require the same dedication they did 10 or 20 years ago.
Maybe I'm too specific, but otherwise I think the DS is not for me, I don't feel like playing a real time game, for instance. Thank you. EDIT: Well, shit. I didn't see this was the DS forum. I suggest the Advance Wars games then. Days of ruin is one of the best DS games around.
Disgaea DS is a great title that is worth playing and uses the screens in the way you ask. There is no reason to use touch controls because the d-pad works better though.
By the end of the tutorial you will have a basic, playable version of an Advance Wars-like game that can be played with a friend on the same device. You will also use Tiled for your maps, so a good understanding of this program and of tile maps in general is required.
As you can see in the image, each player controls their own units. Player 1 controls the red units and Player 2 the blue ones. Each player will also have an HQ they must protect. Finally, in the above image you can also see different types of terrain: grass, mountains, water and forest.
Each terrain type allows only certain types of movement from the units. For example, soldiers can walk over water with reduced movement , but tanks cannot. Helicopters can fly anywhere. These will be added in the second part of the tutorial. To get started, download the tutorial starter project and extract it to your preferred location. This will be the starting point containing the basic Cocos2D project and most of the assets, including the free game art pack by Vicki and the tilemap used to create the map you see above.
I made this project by creating a new project from the Cocos2D basic template, which provides you with a working project that has a HelloWorldLayer with a label in the middle of the screen. In fact, it might be a good idea for you to open the project in Xcode at this point and compile it and run it to make sure that everything is working. For a very complete tutorial on how to create tilemaps using Tiled, I recommend this tutorial created by Ray.
Time to start coding! The first step is to load the terrain layer contained within the tilemap. To get a better idea of how this works, open StageMap. Actually, there are a few more tiles than that, but the extras are just different versions of the water terrain, created for cosmetic reasons. I created these properties so that we can identify specific attributes for each tile such as the type of tile in our code later. The StageMap. Now that you have an understanding of how the tilemap is structured, switch over to the Xcode project for TurnWars.
You need to load the StageMap. To do this, open HelloWorldLayer. But before adding the new method, we need to set up some instance variables to be used in the method. So add the following to HelloWorldLayer. So add the following property declaration:.
Quickly switch over to HelloWorldLayer. While not strictly necessary, we should also add a method definition for createTileMap at this point so that we follow good coding practices. So switch back to HelloWorldLayer. Now we get to the createTileMap method implementation, right? Well, we can certainly do that, but in order to ensure that our code will compile properly, we have do one more thing first — we have to add the TileData class.
The TileData class needs to keep track of:. Add TileData. The above code is fairly straightforward since the TileData class, as the name implies, is mostly a data receptacle. You initialize it with various values for the class properties and have a couple of methods which calculate various scores based on the properties for the current tile and its parent. In HelloWorldLayer. At last we get to the createTileMap method itself!
Add it to the end of HelloWorldLayer. Finally, add the following line to the beginning of dealloc to release the NSMutableArray you create in the code above:.
Go ahead and run the project now. You should see the tiles you saw before in Tiled appear on the screen. Your game will have four different types of units: Soldier, Tank, Cannon, and Helicopter. Each unit type will have its own movement range, and a set of strengths and weaknesses when combatting other units.
Some types will be restricted from moving through certain terrains. As you saw earlier in Tiled, the map contains two layers for player units, one for each player's units.
Each player has six units, represented by gray object tiles. If you check a unit's properties right-click and select "Object Properties This will help you determine which units to load, what kind of units they are and where to position them.
But before you create the Unit class to represent player units, we need to add a a macro to detect whether the device has a retina display or not, a couple of constants, and a helper enum for detecting touches. Open GameConfig. Next, we create the Unit class that will hold most of the information for your different units. Later, you'll create other classes for each unit type that will inherit from the Unit class and define unique properties specific to each type of unit.
Add Unit. Name the class Unit, and make it a subclass of CCNode. The above simply defines the Unit class as a sub-class of CCNode.
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