Hi Guys!
Thanks for your input - here's what I have at the moment:
https://www.dropbox.com/s/rqjkhvkoebdf6 ... .capx?dl=0
the Layout view shows the basic dungeon layout, and then when you preview it, the isometric version will be shown.
You can move the sprite with the arrow keys.
Now, ideally the sprite needs to stop when it hits a wall.
The tilemap is set as a solid, but that obviously won't work with custom movement, so I am looking for a way to make this work.
Also, when the character is selected, they will only have a certain number of movement points - I was thinking of trying to use Pathfinder movement for this (i.e. making a loop to show the available number of spaces to move) - but implementing that to move round obstacles....
Again, am I making this too complex?
Is there an alternative way to do this?
To clarify:
- Make character only move a certain number of movement squares
- stop the character walking through obstacles.
Also, supplemental question - do you think the slowdown is caused by the constant Z-sorting?
Many thanks
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(update)
I have just realised I could do this with "ghost sprites" at each of the cardinal points
so, if player presses up, character moves up providing "up ghost-sprite" is not overlapping anything