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TCP guarantees delivery, and when there are problems that aspect will cause hangups as the whole thing stops to make sure everything got through. If it's going to be just a few dropped packets here and there, UDP will keep your speed up.


2

I think the approach you are probably looking for is to trigger damage based on some event, which is keyed to a particular time or frame in the animation. I'm not sure exactly how you can set this up in your case as I'm not familiar with the specific tools etc. but the general concept would be: For each attack animation, define at which frame / time offset ...


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I can see several issues: You should probably deal the damage at the end of the animation. That way, if the damage causes the opponent to die, the animation is done and doesn't keep waving the sword over a dead body. If you can, break your animation up into several steps and deal the damage in several smaller increments, and just stop dishing out damage ...


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Yes, navigation meshes are still applicable to tile based games. Although, they would primarily be used as a optimization. For example, I've converted the lower left of your image to use a navigation mesh: In this case, each green square would be a navigation node. As you can see, this drastically reduces the number of nodes that A* needs to process. ...


1

VirtualBox has a fantastic solution to this problem -- they lock your cursor inside the window, if you press the control key, in my case that's cmd. You have proposed this and I would deffinetly advise for it. An example implementation of this would be, the user clicks on the game window and everything else darkens, to create the illusion of them being in ...



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