Magistross's Forum Posts

  • Probably something around 1.7976931348623157e+308, the maximum "numeric" value of a javascript number variable.

  • Just updated with an additional distance check on line 3 so it won't create blocks too far from the sprite.

  • The "Recreate initial objects" has no way of determining if the recreated object already exists, so you won't be able to use it unless you systematically destroy objects that are about to be recreated.

    If the blocks were perfectly aligned on a grid, I'd say using a tilemap would be best, or an array solution could work too.

  • Another alternative would be to convert this font to a SpriteFont. blackhornet's tool would work wonder for that.

    Link :

  • If you want all your data loaded before working with it, you should store each LastData inside a dictionnary, using tags as keys.

  • You should do a distance check then, much simpler. Use System's "Pick by comparison", select object "waste barrel", distance(Dexter.X, Dexter.Y, barrel.X, barrel.Y), comparison <= 30. If the picking operation select at least one barrel, it'll execute the actions.

    Moreover, instead of the wait 0.4 second, you should add a "every 0.4 second", I believe that will behave more like you intended.

  • In the meantime, you can append text() to your xpath and force it to select the text node.

  • That would be the case if the hot spot was at the bottom of the sprite, but it isn't. The black circle's hotspot is in the middle a of tile, so is the grey one.

  • Magistross agreed. Even though! The "floor" doesn't need any distortion. Only vertical sprites do (walls, people etc). And even then it's a distortion that can just happen using code at Start of Layout: all family_vertical_sprites rotate -45 degrees and scale vertical 200%. And then you forget about it

    Quite true, I forgot you could let Construct pre-transform your sprites for you, so the 2D to ISO viewport actually revert them back to their original appearence. Pretty clever indeed !

  • Yes, it's moving in 2D, like everything else. But with the transformation, if I say "Set Y to Y + 32", it will look like it shifted 24 pixels left and 12 pixels down, thus mimicking the iso movement.

    What will be hell is not positionning and movement, it will be having pre-distorted sprites and backgrounds.

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  • I still don't see what's wrong. The transformation is purely visual, if I move a blocker it'll still continue to block as it did.

  • Movement happens in a normal 2D plane, it's that same plane that get transformed so movement skewing is already taken care of. Blocker squares is simply a quick way to add collisions in a proof of concept example. I fail to see how christina's idea is not a good one...

  • My javascript hack is intended to work with the text object only. The plugin you used certainly don't have the same implementation, and the script will simply crash.

  • Can't open the capx because I don't have the multiline box plugin.