[closed] the movement range messes up.

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Pospos
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[closed] the movement range messes up.

Post by Pospos » Wed Aug 01, 2018 8:42 pm

Thank you all for your help.


since i stumbled upon this issue i'm gonna let it for those who have the same problem.


I had a tactical rpg movement system which displayed a player, and a movement range at the opposite side of it.

The solution; i had swapped the x and y values of the movement range and displayed the player 2 blocks away from the actual position.
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Last edited by Pospos on Fri Aug 03, 2018 8:59 pm, edited 5 times in total.
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Sir_Silver
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Re: The movement ranges messes up

Post by Sir_Silver » Thu Aug 02, 2018 5:23 pm

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Pospos
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Re: The movement ranges messes up

Post by Pospos » Thu Aug 02, 2018 9:23 pm

I need to make the mouvement range correspond to the player.
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Re: The movement ranges messes up what can i do to change it?

Post by zorg » Fri Aug 03, 2018 5:43 am

Obviously it's offset from the player position; "ID10T" tests should help, like printing out the player's coordinates, and then the center of the highlighted area, and checking the code why it does that.
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Pospos
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Re: The movement ranges messes up what can i do to change it?

Post by Pospos » Fri Aug 03, 2018 7:41 pm

thank you!
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Re: closed

Post by Stifu » Fri Aug 03, 2018 8:03 pm

Why delete your question once you've got your answer? Don't you want your thread to be helpful to other people with the same problem?
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Pospos
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Re: [closed] the movement range messes up.

Post by Pospos » Fri Aug 03, 2018 9:00 pm

Sorry, put it back. Just thought it wasn't useful anymore, that it was polluting the forum since it's a quite stupid error.
I'm the type of person that deletes a lot of stuff when i'm unsure, and that happens a lot.
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