Diagonal Tiles and Solidbehavior

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Post » Tue Mar 22, 2016 7:10 am

I´m pretty shure the title says all...

How can i teach construct to accept the diagonals (or other shapes) of my tileset as solid to let the player move diagonaly upwarts/downwarts?
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Post » Tue Mar 22, 2016 7:10 am

Are you using individual sprite objects, or a tilemap object?
Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
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Post » Tue Mar 22, 2016 11:25 am

I´m using a tilemap...
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Post » Tue Mar 22, 2016 11:29 am

The quick answer is to not actually use the tilemap for collision. Place invisible sprites over your tilemap and set as solid to create collision boxes. I believe this is a pretty common practice.

Edit: It looks like you can also edit the collision map for each individual tile in the tilemap editor: https://www.scirra.com/manual/172/tilemap
A custom collision polygon can be set for individual tiles by clicking the Edit tile collision polygon button in the Tilemap bar, or just double-clicking the tile in the Tilemap bar.
Mistakes were made.
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Post » Tue Mar 22, 2016 12:18 pm

Thanks a lot... problem solved ^^
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