NonyaBizzDev's Forum Posts

  • 12 posts
  • Alrighty.

  • So yes, show grid, it shows the grid but only while editing. I'm just wondering if there is a way to make the grid lines persist while actually playing the game?

    I ask because I would like my tiled-background to have each grid box outlined without having to edit the pic I'm using.

    Ultimately I want each "tile" to be outlined, and the players box..tile..whatever to have a different color outline around him. I'm not using a complicated sprite for the player, just a box(invisible) with a text object pinned to it with the player name in it.

  • Figured it out with your help. Thank you.

  • Thank you I will start reading tonight.

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  • So this is in regaurds to another post I have but its not going in the direction I need it to go AND I'm attempting to apply a solution that I do not understand how it works.

    Instead I will ask this.

    I am using the tile-movement behavior. I like the way it works, and it will work for the project that I am attempting to make.

    I remapped the arrow keys to the wsad keys.

    I am now attempting to do the very same thing that the arrow/WSAD keys do but with a mouse click.

    I think that I need to first get the mouse position in relation to the sprite, OR the mouse position in relation to the image point on the sprite.

    After that I need to calculate or store that position.

    If that position is 0 to 90 degrees in relation to the sprite when clicked, then I want simulate the tile-movement behavior to go up. 91 to 180, move to the right..so on and so forth.

    So...how do I find the mouse position so I can start working this out?

    I would assume that I would have to use a local or global varible to first store the mouse position, but I'm not sure how to actually get the position.

    This is what I have so far.:

    Where do I go from here, and am I close?

  • What event selection did you use for the first is obvious (System) but what action did you use to type this in?

    "Set move_direction to ((...ect"

  • I will try this today, thank you.

  • Actually there is a problem, it seems as though the object will not move into the same square after a click and where the mouse curser is at.

    probly just a matter of if mouse as at 0degrees then no movement I dont know.

    I would have liked to use the prebuilt tile-movement behavior that's already in the engine as its movement is perfect for my needs. Just need to figure out how to rewire it to mouse clicks.

  • wow.lol. yes that worked. Thank you.

    Now I'm gonna figure out why it works.

    Thank you so much.

  • I found a post describing, I think what I am trying to do but I cannot get this persons solution to work either.

    Heres where I am at. As you can see I made the WSAD keys to do what the arrow keys would do with the tile-movement behavior.

    I want to do the same thing with a mouse click.

  • I do appreciate you working that out for me but unfortunately that's not what I was thinking.

    One click, one movement, one square over(depending on the square clicked).

    I basically want the same behavior that tile-movement gives but instead of using arrow keys I want to be able to left click with the mouse the next tile over and have the player(object) move into that tile, that's one square over.

  • So instead of using WSAD or the arrow keys, I would also like to use a left mouse click to move the player from one spot to the next.

    So as example" Lets say player is in box or grid 5. Instead of moving via the arrow key up one, down one, left one..ect. I would like the player to be able to say click in box 2 and then the player moves into box 2.

    [1][2][3]

    [4][5][6]

    [7][8][9]

    How could I accomplish this?

  • 12 posts