deadeye's Recent Forum Activity

  • Here's my little Isometric attempt

    http://dl.dropbox.com/u/1289341/IsoDemo.cap

    I've got some collisions going but they're not 100%

    I stole your movement code

    Coincidently, everything else wasn't copied, just happened to be incredibly similar to yours, even down to the tinting

    I used your .cap to make jumping:

    http://dl.dropbox.com/u/529356/isojumper.cap

    It jumps! In isometric! I kinda cheated, it uses Platform behavior, but the platform player sprite is off the screen. The iso player sets it's height to the platform player's height, basically. And I used your collision code to set some blocker objects in the platform area to simulate the ceiling/floor.

    A couple of problems:

    1. I don't know why but the sorting is no longer working 100%. Maybe because I moved some events around, I don't know.

    2. The player teleports down a floor instead of falling when you walk off an edge, this is because the platform behavior wants to "stick" to a moving platform, and the floor blocker is only moving a small 16px at a time, so the platform behavior thinks it's just a really fast moving platform. This could be fixed with a workaround.

    3. Sometimes the player suddenly flies off the screen, I think this is because the platform player is somehow getting squished and glitching outside of it's walls. (Edit: Actually, I think I fixed this by making the walls thicker)

    Edit:

    Oops, either I didn't see the next page of the thread or it got longer while I was working on mine... I'm gonna try Quazi's .cap now...

    Edit2: Tooooo Floooooaaaattyyyyyy . I like the 360 degree head movement though, very Excorsist.

  • I can't make collisions it's veryhard

    I will try again later

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  • Thanks to the efforts of Madster and Arcticus, the problem if isometric sorting has been solved:

    http://dl.dropbox.com/u/529356/isometric.cap

    Since there is no collision you can clip through the walls, but the sorting is dead on.

    Awesome job, gentlemen.

  • Holy crap... it works!

    IT WOOOOOORKS!

    http://dl.dropbox.com/u/529356/isometric.cap

    I can't believe it. After a thousand years and a million sleepless nights, it actually, really works. In-friggin-credible.

    Now I just have to make collisions work, heh

    Awesome job, guys .

  • *sigh*

    Okay, so I guess my next question is... how do you do this in regular isometric?

    Just the sorting algorithm is really all I'm interested in.

    Is it this:

    Layers.Bottom + Layers.Value('ZHeightBottom') + Layers.Value('ZHeight') - (Layers.Value('ZHeight') * 0.53125)[/code:1ew6wbfz]
    
    Only instead of [b]* 0.53125[/b] at the end, you would have [b]+ Layers.Y[/b]?  I don't know if I'm reading your post right.
  • Yep, I have plenty of time-based events that have just 1 condition such as : "If object value is equal to X"... and that seems to be as bad as "always"

    Before you go changing stuff, post an example of what you mean, just to be clear.

  • > I've never heard of that brand.

    >

    Really!?

    Plenty of different versions over here, from the cheap small ones for kids/hobby use, up to more professional models, and they sit alongside the Wacom ones in the stores.

    Maybe Trust aren't in America (although I thought they were American).

    Anyway, I still doubt it's the drivers as Scidave gets the same errors without a tablet connected.

    It could be a popular brand here, I don't know. I've just never heard of it .

    And anyway, what I meant about the errors is that perhaps the Python library just isn't recognizing yout tablet as a tablet, so it's behaving exactly the same way that it would if you didn't have a tablet installed.

  • 1 question : are simple events like: "if object value is equal to X" as bad as always?

    I certainly hope not

    Like I said, you only have to consider time when you are performing time-sensitive things.

    If you need to Always check a value, that's fine. If you need to Always update the scrolling to follow a player, that's cool. If you need to Always point at the the mouse, that's cool too.

    There's plenty of situations where using Always is a good idea, but if you are dealing with time then it's not a good idea.

    If you want to make a timer using Always, then you can do it like so:

    + Always
       -> Subtract 60*TimeDelta from TimerVariable
    [/code:34sys8sk]
    
    If your target FPS is 60 then this will subtract 1 every second from your TimerVariable.  TimeDelta is providing a method to measure time in this case.
    
    Or you could do like so:
    
    [code:34sys8sk]
    + Every 1000 MS
        -> Subtract 1 from TimerVariable
    [/code:34sys8sk]
    
    And it does pretty much the same thing, only in whole numbers instead of floats.
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  • If that's all you're doing then you could fake it pretty easily. Make some invisible solid objects that cover all of your tunnel areas. When the player presses the "squeeze" key, then change all of the tunnel-cover's collision modes to "None." While your character is overlapping the tunnel, just make sure the proper "squeezed in tunnel" animation is playing.

    Then only turn back on the "Bounding Box" collision mode if the player is not in contact with a tunnel, AND if they're not holding down the "squeeze" key.

  • In fact, I've never found a program that doesn't work with the pressure level feature of this tablet, so I don't know what it could be

    I've never heard of that brand. Maybe it's drivers do something weird and non-standard in order to run the device. It could be that the Python library being used just doesn't support it. I dunno, just a guess.

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deadeye

Member since 11 Nov, 2007

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