lucid's Forum Posts

  • you can check if a key is down and don't need to remember a number, you can just choose which key

    but I'm not sure the operation you're talking about is built into mouse/keyboard, however is easy to implement, if you already have events for the keypresses. do you just want to know if they press anything on the keyboard?, or the last key they used that is a set key in your game?

    like if they pressed space, which is the fire button down last.

    if it's just controls, then in the events that catch the button presses, you just set a global or private variable to whatever control you're in the event for

    it's possible to test for any key, but it's more complicated than just making events for specific keys

  • I knew about the new build, which is good,

    but I thought I read somewhere that when the copy paste does work on canvases

    it takes like a second (literally), and pretty much pauses your game?

    I mean, I understand if it's too difficult and low priority to be plausible

    but I am curious if that's true, do canvas copy/paste operations

    slow down your whole game?

  • yes, thank you newt, thats what i meant.

  • it crashes when i try that, but from what understand copying to image manipulator is so slow even when it does work that it isnt useable for realtime effects

  • if hash table contains value at key "key"

    and it should pick that hash table

  • distort map for canvases

    distorted pasting doesn't have to be supported, distortion can be ignored during drawing to the canvas like rotation is, but just being able to distort what's already on the canvas would be awesome

  • awesome stuff

    just so you know though

    you only need one function object

    and you make all the functions you want

    function call function "x-rot"

    you can even use expressions for function names

  • thomas, that stuff looks awesome

    super atmospheric

  • I think some stuff would be easier with an isometric behavior for movement, or options for the look of the grid, but as it is now, it's not too difficult to get it to work

    it's not like these complex workarounds, know what I mean?

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  • oh man

    it's crazy, because I scheduled a few days vacation time near the end of may, specifically to be able to work on my engine. if this comes out just before vacation starts, that would rock

  • height and width need to be equal

    I didn't have to skew the sprites to make the grid work

    I skewed them to make them easier to draw, by being flat squares when I drew them

    but you set height and width of grid to the same thing

    or every other horizontal line of tiles won't be able to be in the right position

    go into my isometric example and change the snapping so width is twice of half, and you'll see what I mean

    but it's true, the snapping works fine, it's just visually the grid doesn't look like you'd expect it to, but one you place a tile or two, you don't need to see the grid

    it's obvious where things are

  • i see what you mean

    still though, the 3d boxes are drawn in perspective

    I mean, there's definitely nothing wrong with making a game like that

    but it's wouldn't really be isometric is all I'm saying

  • post the cap you're talking about my friend

  • this just uses normal snapping..it's pretty easy to do

    I left open tiles on the layout, so you can try (click image to download cap)

    drag a tile while holding control (in edit mode, before you run the cap), and put it in an empty spot

    very easy to get it where you want it

    I drew square sprites for the tiles and skewed them by half their length

    so a 128x128 sprite gets a skew by 64 on the x axis

    then I halved their heights

    so the height would be 64 as well

    then set the grid snap to that same number for both x and y

    64x64

    it works well and flexibly, for instance the river, top and bottom is the same sprite rotated

    also in the cap if you run it is a simple control system

    and the code to keep you from colliding into obstacles

    and the z-order code to place the objects in front and behind each other correctly, so you can walk behind the tree and such

    feel free to edit, use, etc...

    EDIT: updated cap so camera moves and you can see the top of the tree

  • on the layout editor, when you snap to grid

    right now it snaps to the grid after you do something and let go

    it would be more helpful if it was snapping to the grid as you were dragging/resizing it