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Simultaneous turns

S

Sergey Matskevich

Guest
Hello guys,

I'm just seeking for advise how to implement simultaneous combat system.

For now I see it like a "Planning Phase" where player and AI making some moves and spells and an "Execution Phase" where the planned actions occur (I would say all animations occur), and the game engine resolves conflicts.

Any idea would be appreciated.
 
I like to use a principal called "action lists"

Here's a youtube video that talks about it. Obviously, this concept isn't GMS specific so you'll have to adapt it.

 
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