greenleafvt's Forum Posts

  • Thanks InDWrekt,

    This is good to hear. So I should probably pay very close attention to putting extra transparent space aound my PNG files if I wanted to have something translate from Spriter to construct

    - example if you had a weapon like a dagger but wanted to have a sword or longer item you should make the PNG for the largest item possible and pin all the Spriter images to the same handle point so you can just change the file/animation and they would still line up correctly?

    Ultimate goal is to have the character look like they are using / wearing what they pick up. Paper doll system I guess you would call it.

  • So I tried Spriter out and its very cool for doing 2D animation. I was wondering though has anyone had experience with changing the sprites in construct for Spriter files?

    Example if I rigged up a character with a walk/attack/idle Spriter animation is it possible to change one of the PNG files and have it sync with the current animation? Imagine changing the color / decoration of a helmet, glove, weapon, armor etc that are all the same size - just different PNGs

    Just checking before I dive down this path.

    Thanks!

  • Many Ways To do this. Make a var that save the last item clicked on in you bottom images. Then on you mouse position clicked create that sprite.

    Adding the drag and drop behavior to the sprites might work better for you.

    As far as the artwork add a sprite to the project and play with the tools or load an image into the edit window. For round items like planets transparent PNG 24 would work best

    Happy Constructing

  • Sure but did you read the old post? The formula seems like it should work but I think dop2000 did something special with the image points as I don't get the desired effect.

    Again search for "mesh" in Construct 219+ TUTs and you can see the mesh distortion would probably be the way to do this functionality.

    I'll keep experimenting.

  • Few years ago this was posted:

    construct.net/en/forum/construct-2/how-do-i-18/solvedhow-rotate-squished-129308

    I had problems making it work. Can anyone show me how to rotate a sprite but squish the x or y. Think their should be a new method for Construct 3 as with one of the last updates how you can deform a sprite has changed.

    Example if I wanted to make a whindmill or clock look like its at a 45 degree angle (isometric) and still use the rotate behavior

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  • i'm trying to use this great select background tile for an isometric type game. However when I ad a mouse zoom layer size it get very off target and doesnt target the iso tile that the mouse is over.

    drive.google.com/file/d/1yZaZ7FCMFOAQmURx8gl4ts_sX7h8RCIG/view

    I read that you should name the layer and the mouse should scale tp the position. But I can't seem to get it to work. Also how is this going to work with 4 layers and a Hud on top? maybe I need a different method?

    construct.net/en/forum/construct-2/closed-bugs-22/layer-zoom-mouse-position-not-41580

  • Thanks Von Perkele

    I didn't know that about the browser button. I'll use sprites from now on thought I was saving some time as the button was just for me on the development side.

  • Maybe use an overlay? Set the width of a white box to increase width to the value you want. Make the sprite have 2 frames on white and 0 the arrow then overlay two instances and have the width of frame 1 increase.

    Maybe not the best way but it would work.

  • So I have an isometric projection from a 2d map and have the default arrows for movement. Works fine except I made a button to switch between isometric and 2d map (You can start in each by changing global ISO value to 1 or 0) Movement works in both from the start but not after clicking the button to switch.

    Any ideas on why the movement control is gone after layers are shown or hidden?

    drive.google.com/file/d/1hJsBeFbGPPhchA6EdttPRpis7RcQXv5j/view

  • Thanks Von Perkele

    Feel silly now that that's all it was :)

    New problem that movement doesn't work if you hit the ISO button to show/hide layers. Think I'll start a new thread on that though and link

    here:

    construct.net/en/forum/construct-3/how-do-i-8/movement-gone-turning-layers-154738

  • So I have one layer that is 2D where I am placing sprites that I want to recreate on an isometric layer that's displayed. Works fine but the objects keep getting created into the 1000s. Tried the Once while true but I'm doing something wrong. Tried pick each too and same result.

    drive.google.com/file/d/1cXjGfXh9KHBJ-58M0YNXsmUjZ9X9sluF/view

  • Anyone know how to pick the tilemap grid ID? Want to move in a grid system to the isometric value of the tilemap SQUARE picked by a mouse or touch click then move on the tile map grid - its been confusing

    nimos100 Seemed to explaine it here:

    construct.net/en/forum/construct-2/how-do-i-18/specific-tile-tilemap-101283

    But all the example CAPX files links are broken. If anyone has an example I'd love some direction.

    Keep on constructing.

  • Anyone know how to pick the tilemap grid ID? Want to move in a grid system to the isometric value of the tilemap SQUARE picked by a mouse or touch click then move on the tile map grid - its been confusing

    nimos100 Seemed to explaine it here:

    construct.net/en/forum/construct-2/how-do-i-18/specific-tile-tilemap-101283

    But all the example CAPX files links are broken. If anyone has an example I'd love some direction.

    Keep on constructing.

  • Found This:

    construct.net/en/tutorials/isometric-mouse-calculation-744

    Thanks mrcgkh

    I'll be working on the ISO 8 way movement and path finding next!

  • drive.google.com/file/d/1snSzKIVgaBZ9hK_SCtWO_tPZt8vD4iS-/view

    I was trying to make an isometric tilemap that allows you to select a square on the grid then plots a path to that square and moves on click.

    I noticed that with how tilemaps work the isometric diamond setup requires two tilemaps (2nd one to fill in the gaps) Maybe I'm wrong about this? Also I think it must be possible with one target sprite vs two in my C3P

    Has anyone have experience with this setup? Would like to do it without plugins if possible. Think Rex has one for Construct 2

    Additionally how would I force the "player" pathfinding to travel on the grid? I was using the moveto behavior to limit movement to a # of pixels - which worked great in a 2D checker board type setup. However isometric needs a different horizontal and vertical movement distance for moving diagonally or horizontal. Think all 8 isometric movement squares.

    I'm sure someone has figured this out. I'd love a little help :)