Isometric Tactical RPG without Kinematic Body?

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Hello,

I’m just starting work on a 2d Isometric project that I’m hoping will be like Final Fantasy Tactics once it’s finished. At the moment, I’m just working with a sprite to get the character movement sorted and I’m finding it a bit difficult to iterate through the path points that my nav creates.

My question is; is it easier to just set up my character as a kinematicBody2d, even though I require no physics functions and move using move_and_slide etc. instead of manually adjusting sprite position? Every example I can find of isometric games in Godot shows the character as a kinematicBody, including the GDQuest tutorial that everyone points to.

Does anyone have any experience creating isometric games in Godot and do they have any advice on how to handle movement?

This is exactly what I’m working with right now. I’d say it’s easier for a tactics style game to do without the physics. All you really want is the visuals and the logic to change, you don’t need all the extras that come with kinematicbody. I stole a code that uses linear_interpolate that works quite simply.

it goes

if path.size() > 0: #as long as the path exists

var d = active.position.distance_to(path[0]) #distance to next
if d > 2: #move along

active.position = (active.position.linear_interpolate(path[0], (speed * delta)/d))
else: #remove path point as you reach them
path.remove(0)

it does limit the speed you can move at, because if you pass by your path node it’ll try to go back to it. Could probably be countered, but I was happy with the speed I had.

That’s what I thought too but I’m having a nightmare trying to follow the path.

Thanks, I’ve implemented that and it seems to work! it’s jittery but I can sort that out! Are you working with a tile map? If so, do you iterate through your path to convert to tile points rather than the random positions a simple path creates?

BFGames | 2018-10-01 08:10