Update! Getting mouse to pick the correct tile was a pain in the neck for me. First, I have to figure out how to convert mouse position into tile position, then I have to account for the triangles since it's not a vertical/horizontal grid. I had to divide each tile into four squares that is shared by four other tiles as well, and calculate which side the mouse is pointing at.
Once I've accomplished that, I found another problem with my character rendering. The tile highlight have two parts, one is drawn before the character, and one is drawn after. But my character is being drawn on top, so it's in the wrong tile. I had to go back and fix that. In doing so, I found another problem with the region, so I had to fix that. While I was in that part of code, I decided to add camera that can control where you're looking at in the region view.
After a few issues, I got them all working! If you move to edge of screen, it will scroll. I also added the feature of changing a tile's terrain when you click on it, to ensure that the mouse picking out tiles are working correctly. So far it's working.
Here's a screenshot!
http://i18.photobucket.com/albums/b102/ ... eyman8.jpgSo the last step before I implement monsters is pathfinding. I need to get my character moving around, so I can actually have monsters walk to my character and attack him, and vice versa. The tricky part is that it's not one grid, it's split into smaller grids, and I have to navigate through all of them to find the shortest path. I'm sure I can figure it out. I already know the A* algorithm.
I do have a question for you guys. Which one of those do you prefer?
1. Random encounters that just pop up
or
2. seeing monsters in world view chasing you, so you can have a chance to avoid them (aka Link, zelda 2 from nintendo, or Earthbound, from super nintendo)