Timeline for Free movement in a tile-based isometric game
Current License: CC BY-SA 3.0
9 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Oct 2, 2012 at 23:15 | vote | accept | xtr486 | ||
| Oct 1, 2012 at 9:28 | answer | added | Zhen | timeline score: 0 | |
| Sep 29, 2012 at 6:44 | answer | added | Markus von Broady | timeline score: 10 | |
| Sep 29, 2012 at 0:23 | history | edited | xtr486 | CC BY-SA 3.0 |
added 48 characters in body
|
| Sep 29, 2012 at 0:22 | comment | added | xtr486 | What I meant by the corner problems was this kind of behavior: youtube.com/watch?v=0xr15IaOhrI . I haven't been able to come up with any other solution other than making a lot of if-checks for the problematic offsets, and even then there's some special cases where the player warps to a wrong location. But like I said, I was wondering how this kind of movement is usually implemented since I haven't seen the method I came up with used anywhere else. | |
| Sep 29, 2012 at 0:01 | history | tweeted | twitter.com/#!/StackGameDev/status/251833947997229056 | ||
| Sep 28, 2012 at 23:45 | comment | added | AturSams | That code looks great, what is the problem exactly? You are pretty modest (in a good way) your code seems rather good, what feature is missing in the demo? | |
| Sep 28, 2012 at 23:12 | review | First posts | |||
| Oct 1, 2012 at 9:14 | |||||
| Sep 28, 2012 at 23:11 | history | asked | xtr486 | CC BY-SA 3.0 |