Thats just 1 style of grid based games. Theres more then 1 style
I think I explained it pretty clearly in the main thread; It should really be up to all the judges to decide on if a game fits the description of "Grid-Based", since theres more then 1 opinion as to what that means.
My game, for example, has the entire map AND every single active object saved through arrays, and the movement actually is tile-tile grid movement, its just that when you move up and down or left and right the entire map shifts to give the illusion of free movement. I plan on sending it out open source anyway, since the engines been working so nicely.
Actually if anyone is willing to do some betatesting, throw me a PM.
My current game runs at a beastly 1400ish Op/s, which is due mostly to abusing the fast loops object, which means that it only runs at about 45 FPS on my computer. Would be nice to know if it runs at all on other peoples computers
yarr chuck me a PM if you wanna try out the first level
Yeah, I'm having that exact same problem. I finished 90% of my game already, yet then shab got drunk or something and said games gotta have grid based movement too
Anyways, I'm not to miffed either way. I'm just gonna finish my game and submit it, regardless of the rules. its not like an overly violent game starring santa blowing up zombies is going to sit well with a christmas contest judges, anyway.
Worst come to worst, I figure people should just get docked a couple "Float" points if their game isn't quite *gridly* enough.
If we didn't take liberties in our definitions our game would just be 32x32 squares that shoot 32x32 squares at other 32x32 squares. And they would all have that ugly MMF default object graphic. Oh and it would take place on a much larger, 320x320 square.
If you've ever played Super Mario RPG, do you count that as grid based? Everything was on a very distinct isometric grid, but the movement was free.
btw, radix should be able to attest to just how blatantly non-grid my game is