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  • 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/

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  • 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!

  • one way is you could save the object's x and y into instance variables, then just have a function you call that sets the objects Xs and Ys to random(saved.x-10,saved.x+10) and random(saved.y-10,saved.y+10). then just have it set the object back to the original position when you're done shaking. Does that make sense?

  • There is a lot of good info around on calculating parabolas and the like, but I can't seem to apply it to my specific situation.

    Basically, I have two sprites (start & end). I want them to be connected by a loosely hanging wire type of thing.

    and I'm not using physics. or plugins.

    so basically, I want to draw a droopy line from (start.x,start.y) to (end.x,end.y).

    I'd also like to be able to change the length (and thus, the droopiness) of the line.

    I'm sure this isn't hard. But my brain just isn't doing it.

  • I would give the bowl and the objects a weight variable and then when an object is spawned, just add the object's weight to the bowl's weight. No need for physics.

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spacedoubt

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