christina's Recent Forum Activity

  • Thank you linkman2004! That is indeed all I need: teleporting 32 pixels away with each keypress. So there's no hidden danger in doing it like that?

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  • I'm probably missing something, but are there any drawbacks to moving your player by, say, 32px increments without taking dt into account?

    Something like:

    OnPress Right-

    ----> set X = self.X +32

    It's precise and it should never give you weird decimals. Are there any situations where this will break the game? Any extreme cases, where this action will not work properly?

    And if so, what is an easy fix to take dt into account? A lerp(selfX, (self.x+32), 60*dt) isn't instantaneous enough. Or is it? Is there a definitive answer?

    Thank you in advance, it's been bugging me this whole Ludum Dare.

  • bclikesyou: thank you so much, that's very kind

    YoHoho: yes there's a post-mortem in the above link

  • facecrime, I did, I'm pretty proud actually <3

  • Here's my ludum dare 34 entry.

    A dungeon crawler. Huge thanks to R0J0hound for his Canvas plugin, seriously, you're the greatest.

    http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=13139

  • Thanks ASHLEY.

    Linear sampling and blur would be an acceptable sacrifice in some cases, and it's a good trade-off for an engine that doesn't need isometric math. But yes, it will be less pretty

  • Magistross huh!

    R0J0hound crap I should have checked! It's not like I didn't know this happens. Apologies! Very cool And thanks for the tips.

  • R0J0hound the reason I'm saying it's "wrong" is because the positions do not line up

    If the black ball is on the tip of the first tile of the second row, then the grey (ortho) ball should be at the same tip, where the arrow points. No?

  • newt yay! You got it in the end

    jobel yes totally this!

    Magistross another victory! Now I have to iron out the canvas placement, because there's some cropping due to the 45 degree rotation of the first one.

    Also if there's an easier way to do it, R0J0hound would know. Like if it was possible to paste a *rotated* layer onto the canvas object. But my tests indicate that a rotated layer gets pasted un-rotated into the canvas object. Maybe that's for the best anyway.

  • newt r0j0's example is completely wrong, the mapping of the positions are all wrong, it's not the same thing.

    [EDIT: no it absolutely isn't wrong, my bad! ]

    You're thinking of coordinate transformation, I'm plainly showing you transformation of the *end visual result*

    If you want more convincing, take my example and implement a super-exact grid movement on the orthogonal plane, perfect square tiles. When you run it through the two canvases, you'll see every pixel lines up, pacman will be on the exact same grid square in both the orthogonal and iso plane.

    Try it!

    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

  • newt?

  • Can you show me what doesn't work. Because all my tests show it does. Look at this CAPX. The collisions are correct, pacman can't walk through walls. There's no offset or math, it's the same as regular 2D pacman, but it is rendered isometrically. Help me understand what you don't like about this, apart from the probably inefficient method I'm using.

    Are we talking about a different thing? I don't mind stretching layers any more. Just the canvas transformation looks fine. And it works fine.

    And apparently it's used in http://rymdkapsel.com/ too.

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christina

Member since 21 Aug, 2012

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