greenleafvt's Forum Posts

  • Hi,

    Made your changes and its working much better. Thanks. However its giving me lots of way-points. 5 per square grid movment tough the 80 px grid. I don't see where this could

    Note I had the plethra of MOVEMENT sprites so if the left mouse was clicked again while moving it would go to the nearest MOVEMENT grid square. Stoping it in its tracks. Maybe their is a better way of doing this?

    Maybe I can figure out a move to last waypoint once their is only 1 way-point per a grid square?

    Thanks for you help again!

    drive.google.com/file/d/12NNk8VCrhzu3hkUqqXg6LcL6RA8V0e1L/view

  • Your response to this post:

    construct.net/en/forum/construct-3/how-do-i-8/grid-movement-mouse-touch-153859

    Thanks for posting all the links to you other tutorials Has been very helpful.

    New Link:

    drive.google.com/file/d/1Kz0VvxCs73Xi7HdmSy_ShkHz75_W87iy/view

  • Been playing around with a grid movement that Dop2000 responded to:

    drive.google.com/file/d/1Kz0VvxCs73Xi7HdmSy_ShkHz75_W87iy/view

    Send him a coffee PLZ

    I'm having problems after I increased the grid size and sprite size etc. It Should not put so many movement "checks" in. Each grid square should = 1 movement click. I cant understand why its adding so many right now. Any ideas?

    Also not tracking to the middle of each grid most of the time ???

    ++ Has anyone done this with an isometric layout where the grid would be 45° pr maybe a variation (squished Y square vs X. Finding this really hard to do.

    See the example

    drive.google.com/file/d/1Kz0VvxCs73Xi7HdmSy_ShkHz75_W87iy/view

  • Hi dop2000,

    Made some mods to your c3p. Mostly needed to stop the move function and have the "player" move to the nearest 16 pixel box (staying on the grid) Example: So if the "player" is moving 10 grid points and you want to halt and change the path. Didn't have much luck with the path finding method. The move to worked great if I make 1000s of sprites for it to move to nearest.

    Feel like this is not the best way to do this. Also it moves through solids sometimes and doesn't recalculate the number of squares moved properly.

    Any ideas to point me in the right direction?

    https://drive.google.com/file/d/1bcgkrKpxhyr1FPsJKq2Ry8LlYVyixcog/view?usp=sharing

  • Thanks again Dop2000,

    That solves many problems.

    I tried sprite.count and nodecount to try and get the number of tiles moved. Can you think of a better way of doing this with you system.

  • Can someone point me to a tutorial on grid movement with mouse and or touch control? I get the tilemap grid movement and have had some luck using move to UID of sprite. However The movement is not on the grid and I would like to count the grid squares - to count as a turn.

    The game Stone Shard has a good example of what I'm trying to do. Many examples out that use keyboard but has anyone done it with a mouse?

    Also using solids and pathfinding. Isometric as well that makes is interesting lol

  • Got something kind of working maybe something like this could work:

    drive.google.com/file/d/13C1WHPrQZ7ut7sRFdCG-KfD8T-ng2jyg/view

  • No to avoid the distortion like this:

    drive.google.com/file/d/17Y65WjFTS7MOgnMe4-LMpMjyvFUvJq3l/view

    Rotate around but keep distortion. So it seems to be at 45 degree angle.

    sketchfab.com/3d-models/medieval-low-poly-windmill-9eff0831c2f74c2c909b6fda65493287

  • So squishing the x value of a sprite makes it fit much better in to an isometric type game. Things like signs are fine to photoshop skew at a 45 degree angle so they look a little 3D. However I ran into a problem with things that move. Imagine a windmill. Think about blade turns and would look weird if it was 2d - would be nice to force the squish to the just the x value. How can I make the sprite Rotate but then dynamically squish x value to make it fit in an isometric kind of environment?

  • Yep, I forgot that global layer for GUI doesn't lock layer scale... seems as it does with parallax but anyways set both to 0,0 and working great now thanks. Also thank for the delta time point don't notice a difference but maybe down the line it will save resources.

  • Hi All,

    Made a lerp to layout size that works great zooms to character on start of layout (except not on start of layout) just every tick and that works fine and then the player controls zoom. Except it effects the GUI. So changed it to layer scale (4 layers needed) and cant get it to work. Is their a way to exclude the GUI layers or whats wrong with the layer scale in a lerp. Seems to work some times but is instant want it to slowly zoom in on the "camera target" Thought the .01 would have the same effect as it does in the layout version.

    Lets say:

    Every tick lerp(layer(0),1.5,.01)

    lerp(layer(1),1.5,.01)

    lerp(layer(2),1.5,.01)

    lerp(layer(3),1.5,.01)

    Any ideas?

  • Yeah! Ok Thanks the distance(PLAYER.X, PLAYER.Y, Squares.X, Squares.Y) I'll need to study a little but it works great, Setting dist as a var is probably what I missed but its probably the best practice I would guess.

    Thanks for your help!

  • I'm guessing I need to use lerp between the character position an the color sprite but confused on how to translate that to the RGB value. The complexity comes from doing it on both the x and y axis. Any ideas are greatly appreciated.

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  • Hi Dop2000 again,

    So I made a crude example of what I'm trying to figure out:

    drive.google.com/file/d/15CAMQy3kAiRhmlkLfnC81FZsXv1qYbTr/view

    As you move the black box around it sets the color from you example to green / red / blue however I'm puzzled how to ad the inverse (when your not on a color square... Alway only works only for the last in an inverse or else statement.

    Thanks for your help but what I was asking was the possibility of somehow fading between these colors. So if the black "player" in my capx example moves closer to the red square the "overlay" would slowly increase to 100% when it was finally overlapped then fade to 0 as you moved away. Same for the other squares. The closer you get to blue the more the "B" var would go up.

    Almost like you would have zones the the color overlay would slowly become active based on your distance from a sprite point.

    I know overlap is not the way to go - just for example.

    Cheers!