spacedoubt's Forum Posts

  • well, one is a trigger and one is not. meaning all the actions tied to "on W down" are going to happen waaay more times than they need to.

    If it's not working with on pressed, there's an issue somewhere else..

    I'll take a shot in the dark.. are your sprite's collision boxes changing? or is there any other reason the platform behavior is not registering your sprite as on the ground? (see, if this were changing, say, for example, because your collision boxes are changing with the animation frames, then jump will not work as a trigger.. but having it trigger every tick until it registers as on the ground, would get you a jump)

  • Why not use the trigger "On W pressed"?

    not sure why it's not jumping, but I can tell you that animation is being set over and over (every tick) until W is released.

  • Cool are you planning on having multiple height levels?

    So far, I'm not planning on it.. but ya never know where I might end up...

    With a few shade tiles, you can create the idea of multiple levels, like this:

  • Pretty big update! Made a neat tile blend function. (still working out some seam issues..) It's looks a lot prettier though, check it out:

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  • fm4fanAT

    Thanks for the feedback!

    Shift + click on a hotspot (or push Shift + #) and whatever's in your cursor will be set to that spot.

    Floors only delete when your cursor is a floor, walls delete only with wall cursor, etc...

    Under the program on that page, there is a full set of instructions.

    Thanks for checking it out!

  • This one is just a bit simpler. Also, you need to set the platform.vectorY based on player.y, not player's vectorY.

    You really should be using a timer instead of the wait command. Do yourself a favor and look into it! Anyway, keep it up! Cheers!

  • well, you're not actually jumping, you're just setting the vector.

    is that why? (I can't see the capx, using r227)

    (also, might I recommend looking into timers instead of using the 'wait' command)

    EDIT: I looked in to it and the single tolerance jump you're getting is just the default when double jump is enabled on the platform behavior. that will happen with a blank event sheet.

  • if you will spread your purple 'posicion' blocks out 64 from the player instead of just 32, so they only overlap one block at a time,

    you can just add this to the "MoveHero" function:

    posicion is overlapping cubitos AND cubitos animation frame = 1 >> set canmove to 0

  • Isometric World Builder!

    You can try it here!

    http://www.jadecupmaidhands.com/test/

  • I'm working on this. I think it's pretty cool:

    Try it! (instructions on the page) http://www.jadecupmaidhands.com/test/

  • fisholith Myyyyy hero!

    This is so awesome.

    I really REALLY appreciate the solution and the explanation. It makes perfect sense.

    and I hadn't realized that about the modulo.

    Wish I had more to say. Just.. Thanks!

  • TL;DR somebody with the maths, looks at my capx and tell me why it doesn't snap right. please and thanks!

    https://drive.google.com/file/d/0B1Aaz61BSeUDcDVKd1Q2VWVZeFk/view?usp=sharing

    I'm making an isometric tile editor (using sprites) and I just want my sprites to snap on the staggered isometric grid.

    I know there are lots of ways to do this. But I feel like there has to be a simple, 1-2 line way to do it, and that's what I'm looking for.

    I figure if

    set tile position: (mouse.x-mouse.x%128)

    snaps it on a square grid, then I just need to take it one step further and have it check if the Y is on an even or odd row and then add the stagger (64px=half a tile) or don't. And then vice versa for the Y.

    I keep coming up with something that looks kinda like this:

    set tile position:

    X: ((mouse.x-mouse.x%128)+(64*(round(mouse.y/64)%2)),

    Y: ((mouse.y-mouse.y%64)+(32*(round(mouse.x/128)%2))

    so the first half sets it on a square grid, and the second half checks if the opposite axis is odd or even (0 or 1 from the %2) and then moves it over the extra pixels if necessary.

    At least that's what I think it should do. It almost does, but not really. heh.

    Can anyone tell me where I'm going wrong, or why it doesn't work, or something?

    Thanks!

  • R0J0hound Ah, man! you're a genius!

    I had a feeling you'd come through on this one

    I was already using a mishmash of different stuff you've posted, but just couldn't quite get it right.

    Perfect as usual.

    Thanks very much!