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Thread: 8 directional beat em up movement

  1. #1
    Clicker Fusion 2.5 (Steam)

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    8 directional beat em up movement

    Don't get me wrong, i tried a lot, spent many hours to find it on forums, YT, Reddit etc. but still can't find a proper solution. I'm talking about accurate 8 directions movement without doubling up speed on diagonals.

  2. #2
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleiOS Export ModuleSWF Export Module
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    Why would the speed double up with diagonal movement? Are you using a fast loop?

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    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleXNA Export ModuleInstall Creator Pro
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    piscesdreams's Avatar
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    Are you using the 8 directional movement that's built into Fusion?

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    Clicker Fusion 2.5 (Steam)

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    I used fastloops and examples from this thread, but it doesn't work https://community.clickteam.com/threads/50182-Custom-8-direction-movement-problems-with-speed?highlight=diagonal+movement
    And my apologies, 1,5 speed, not double

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    Clicker Fusion 2.5 (Steam)

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    No, i don't use built in controls

  6. #6
    Clicker Fusion 2.5Fusion 2.5+ DLC
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    Hi ^^
    I think, if you don't want a speed change, you can have an object with some values like :
    FloatX, FloatY, Direction, Speed
    The direction could represent your angle, on a 8 direction each direction is a multiple of 45░, with that, when your speed is greater than 0 you can do :
    FloatX = FloatX + (cos(Direction)*Speed)
    FloatY = FloatY + (0-(sin(Direction)*Speed))

    If you use 0 to 7 instead of angle for direction this become :
    FloatX = FloatX + (cos(Direction*45)*Speed)
    FloatY = FloatY + (0-(sin(Direction*45)*Speed))

    After that you can add an event that set X to FloatX and Y to FloatY, this way you keep a constant speed in each direction ^^

    Edit : I just saw that the thread you gave use this method, but, with sin()*speed and cos()*speed, this should not have speed change ^^'. You can take a look at parametric equation of a circle, I think this is the kind of calcul that is commonly use for Shoot Them Up for exemple ( to make 360░ projectils ) ^^

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    Clicker Fusion 2.5 (Steam)

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    Thanks alot! Going to try it today

  8. #8
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    Here's an 8 direction example someone made for me a long time ago. It uses the Physics Engine and is 8 directions with same speed on diagonal movement.

    8 Direction Engine.mfa

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