Hey GiL,

how would one go about making a multi level map?
I saw somewhere someone asked about how large a grid can go, and you suggested using smaller grids and moving between them, so I've tried before with 2 grid battles next to each other on a flat plane, but character can't move from one grid to the next, so it doesn't appear as straight forward as just layering the grid battles on top of each other. I'm guessing somewhere in the schematic i need to tell it to move to another battle?

I would like this in order to create paths under bridges, or platforms raised over an area
example: image



  • @fourscoopsplease I think you may have problems around not being able to save the state of a battle, and don't think you can have 2 battles running at once? (Never really looked in to it)

    Perhaps you could reposition a chunk of grid cells for the platform since you have floating maps that aren't a contiguous grid anyways (like not one solid square of grid cells, only on the terrain moveable). You could get extra cells to generate with a temporary terrain piece and remove it. You can manually change Grid Cell Connections to have a cell move to another cell and Not move to it's old neighboring cells using Mode ->Connections, and or use a grid cell event for moving to/from the chunk.

    That's all assuming you are making the grids/scenes by hand.
  • @GeneralK, I tried moving some excess ones around and it didn't go anywhere. But I didn't touch the connections. I'll have a play around with that - thanks for the idea.
  • image

    I tried playing around with that, example above deleting some and moving top rows down, so instead of 7,18 we have a connection to 2,18 - but that does not work.
  • edited October 12
    @fourscoopsplease Edit: I just tested it and it works for me. I can drag a new Cell object in to a connection and then it will move across the grid to that cell.

    Maybe it's because I'm using a Grid cell selection and not Directional input to move?
    Post edited by GeneralK on
  • Yeah, connections are mainly used for pathfinding for movement.
    Grid shapes (e.g. in battle range templates) don't use them and are purely coordinate-based.
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  • @GiL - so is there a current way to do multi levels? I'm guessing not.
  • Probably not with grid shape based movement. Theoretically, the Select Grid Cells node can get cells using a Path and take connections into account, but for that you'd already need to know the target cell ...
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  • @fourscoopsplease back to your original thought about battles to do it, is it too funky to have the battle end and start a new battle on the upper floor? I suppose seeing mobs poof below wouldn't look right. (And any map mechanics like if you are timing the battle or something wouldn't work)
  • @GeneralK Yea that won't be ideal. What I'm going with is higher levels, but nothing overtop of other things. It just means I need to adapt with my level design (which I'm not very far with, so not really a big deal)

    image

    I'm happy enough with this approach.
  • edited October 21
    An alternative would be to not use battle grids and just have combatants move in that way.
    You'll naturally don't have grid shapes available for e.g. use/affect ranges ...
    Post edited by gamingislove on
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