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Thread: Help with collision detectors in ISO environment

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    Clicker

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    Question Help with collision detectors in ISO environment

    I am doing a character that is supposed to move in an ISO environment and I am trying to put detectors on him to detect the edges of the obstacle but I can't make it work properly. Do anyone know how to best do this to make it error proof no matter the arrangement of the obstacles? I have uploaded an example of what I have so far (You control the character with the left stick of a gamepad)
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    Clicker Fusion 2.5Fusion 2.5+ DLC

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    gamepad seems not working on my computer

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    Here is a version with keyboard also, but it seems even more bugged when using the keyboard for me
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    Clicker Fusion 2.5Fusion 2.5+ DLC

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    i dont undestand very well what you want, moving in a isometric map? because your character dont move isometricaly...

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    Quote Originally Posted by fredetmumu View Post
    i dont undestand very well what you want, moving in a isometric map? because your character dont move isometricaly...
    Ah no, I just want the collision to work properly with the "counter" object. It is supposed to be a counter that you can move around and the collision should work properly no matter the arrangement of the counter

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    Clicker Fusion 2.5Fusion 2.5+ DLC

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    sorry, i don't understand what you want... why is there "detectors" for the counter?

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    Question

    Ok I have made this simpler. I have an example here with a small square that can be moved either by the controller or the keyboard (wasd keys) and I want it to be able to move freely except over the red objects where I want it to stop (like the red objects is a wall). What would be the best method to go about this? I have tried to save the previous X and Y cordinates and then revert to them if overlaping the red object but I don't seem to be able to do it reliable without getting stuck.
    Attached files Attached files

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    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCHTML5 Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator Pro
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    Fastloops are great for this stuff. I've put in a basic movement for you. It moves the player by the X/Y Adjust values, you've setup, at a one-by-one pixel rate(within a fastloop so it's just as fast for us, mere mortals!). When the player hits an obstacle it will be pushed back out in the opposite X/Y value and stop the loop.
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    Clicker Fusion 2.5Fusion 2.5+ DLC

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    this method is cool, but you can't go diagonally (but it might not be awkward for this example). I prefer not to move forward if there is an obstacle rather than moving forward and then backing up. here is an example I made some time ago (with colliders)
    8 directions et boucle test collision.mfa

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    http://library.clickteam.com/videos/advanced/isometric-tutorial-clickteam-fusion-2.5/

    here's a link to a tutorial that covers both isometric movement and collisions.

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