Hi guys while I was working on my game I encountered yet another problem. I have an isometric level that uses turfs and objects for terrain, but the thing is when a player moves on a turf he gets hidden behind the turf or anothr object partially and reappers...
Jul 16 2013, 8:24 pm
Best response
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It is because the bounding boxes are not drawn at the 30 or 45 degree angle of isometric tiles. So the sptite that checks if entering or exiting a tile may hit the bounding box after the actual sprite does so the tile they are moving to does not display properly. Trying increasing the bounding box so you use pixel movement, that seemed to help mine.
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Wait what is a bounding box if you reffer to the tiles I have allready made them isometric.
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he means the moveable atom vars bound_height, bound_width, bound_x, bound_y, and the bounds proc
all of which i found on the 'help on(f1)' on dream maker by typing in bounding box in the search |
Well after reading some things I've corrected the mob bounds but have other problems with larger tiles. I mean when the mob goes in the larger tile he is drawn bellow it. Can I use somthing similar for such a turf???
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You could change the players pixel.z level, that may have an impact.
So something like: mob That will make the player offset on the z level. Thus, being closer to the screen and in theory closer than anything else. |
I used pixel_z and it worked but I have to study them so to really know what I'm doing. Thanks for helping out :)
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Ok finished my research it seems I have this problem where my players get behind the larger icons of my objects. So is there any way to cancel this behaviour or even break the grid? I mean can I create small objects that the grid size?
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Change the obj's bounding box to accommodate for the larger icon. If you tile size is 64x64, but you use a 128x128 icon, byond only sets the larger icons bounding box to 64x64, so try changing that and see what happens. That should then cause the players to bump the obj correctly.
You could also change the cross proc to like: obj but even with doing cross it may still take the bounding box into consideration so it may not work properly if the larger icon's bounding box is not changed. |
Well it didn't seem to work out but I've managed to fix some bounding errors with smaller tiles. I don't think there is a way around this problem...
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What do you have the bounding box of the larger icon as?
Also can you do a screenshot please. |
bound_height=128
bound_width=128 for the larger obj ps I use isometric tile |