How can I make a smooth d-pad
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@Stephenn you could do this. Put the move behaviors in the "behavior off"'s and have each of the collided behaviors have one direction (up down left or right) selected. Now since the "stopped colliding" behavior doesn't have directions, you can just turn the move behaviors back on when the joystick moves in the opposite direction, since that would move it away from the object you hit.
@Murtaza why doesn't the stopped colliding have directions?
I checked the screenshot I sent you, played the project and it works, there is no diagonal movement. Try it. @Jack8680 yeah but no one will notice it lol. Well I sort of do, but I don't really care, doesn't affect it in any major way.
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@Stephenn, any behavior output you put in the box container will set the value of the box container when the behavior runs . And you can drag as many outputs in a box container that you need.
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Press on the box container, then press on the symbol to the left of the default value. -
Press on the box container, then press on the symbol to the left of the default value.@Aidan-Oxley I think this will work better, because with what you did you have to use the extra "set input field" behavior. For mine, When one of the add value's is triggered it will set the box container to its output automatically.
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@Aidan-Oxley I think this will work better, because with what you did you have to use the extra "set input field" behavior. For mine, When one of the add value's is triggered it will set the box container to its output automatically.
@iTap-Development Yeah I'm still not used to that, I'm still stuck in the old way of using box containers lol before they let you have multiple storages.
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@iTap-Development Yeah I'm still not used to that, I'm still stuck in the old way of using box containers lol before they let you have multiple storages.
@Aidan-Oxley yeah I found it out by trying to put an output in the default value input field, and when it move up to its own input field I tried again and found you could do multiple. Lol
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@iTap-Development Yeah I'm still not used to that, I'm still stuck in the old way of using box containers lol before they let you have multiple storages.
@Aidan-Oxley I SOOO did not know box containers could do this. How do you access one of the values?
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@Aidan-Oxley I SOOO did not know box containers could do this. How do you access one of the values?
@TutorialDoctor I'd like to know that too 😛 never used it.
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Yes, look for my project on the hub called something like grid lock (although I don't think it works properly for negative coordinates). I think for that I would make the joystick player invisible and add a second scenery player that just moves to the invisible player, on a grid.
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@Stephenn you can divid the position by the grid size, round that number. And then multiply by the grid size.
So an x position of 7.4 would move to an x position of 8 since 7.4/2 is 3.7 rounded is 4 and 4*2 =8 -
@Stephenn Lol my grid lock is actually very old, round number didn't even exist when I made it.
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