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  1. No problem, glad to help.

    No problem, glad to help.
  2. Solved, and it was even easier than I thought to...

    Solved, and it was even easier than I thought to fix. In line 122, just add a negated if the turn animation is playing XD I even tested with animation speed very low to make sure. It works perfectly....
  3. Oh I see, hopefully that shouldn’t be too hard to...

    Oh I see, hopefully that shouldn’t be too hard to change. Although it might take some time and a bit of experimenting. I’ll look into it :D
  4. @MEHRDAD I think I've done. It seems to be...

    @MEHRDAD I think I've done. It seems to be working pretty much perfectly. It was definately easier to implement than I though. I've divided the 32 directions between the 8 directions as best I could....
  5. I've got a concept happening. It works better for...

    I've got a concept happening. It works better for 4 Directions. I'm going to see if I can transfer my concept to the Pollypath example, it should end up being less complicated because there are no...
  6. I see, so the turn around animation is only used...

    I see, so the turn around animation is only used when changing from the opposite direction. I also note the turn around animation is only used in the traditional 4 directions from left to right &...
  7. @MEHRDAD Can you provide a video example of...

    @MEHRDAD
    Can you provide a video example of what your after and perhaps some sprites? I kind of know what you mean yet I need a reference; then I'll see if I can implement it :)
  8. Sure, no problem. The Deactivated lines set the...

    Sure, no problem. The Deactivated lines set the player direction by angle, the near identical lines below the devactivated lines use the built in direction by dividing the angle value by 11.25
    ...
  9. I found this suggestion on the forum. In order to...

    I found this suggestion on the forum. In order to change the angle back to a direction value divide it by 11.25

    ATan2(0 - moveY( "o_Player" ), moveX( "o_Player" )) / 11.25

    An idea would be to...
  10. Wow, I wasn't expecting this, let alone so soon....

    Wow, I wasn't expecting this, let alone so soon. Thank you so much MuddyMole, this has reinvigorated my drive to finish making a point and click game.
  11. Just wondering how hard it would be to implement...

    Just wondering how hard it would be to implement a feature if you wanted a click inside a polygon to move the player to the nearest node; rather than ignoring any click inside a polygon.

    The...
  12. I was excited when you hinted that your original...

    I was excited when you hinted that your original pathfinding idea could be improved for Click & Point games. This is very impressive, thank you.
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