I know this is a low chance that you will actually give me this but may I please have the source code for the 3D engine you use in fuse4 because I am trying to make a web version off fuze4.
It is not the most memory efficient way to go about planting a lot of identical trees, mind. If you have a managable set of possible things to populate your popup sprites with, use the BATS code, generalized. Easier, too.
You have to read the latest touch in the array then set your 2d shape/sprite/anything to that location, I also made a character movement function that has that as a option, you can search for useful function library if you want to just have it right now. I recommend looking at the tutorials and command refs inside the software.
If you are Nintendo friends, you do not need to go through the approval process, nor enter the code for the download. Shared projects end up on the Friends tab in Fuze..
This rayCastObject function is really amazing! By treating very large objects separately, I can now use bridges, and other objects that have slopes... To do this, I first place the very large object within the map. Then, in the tilemap, I give each tile overlapped by this large object the same index, so I only need to call the rayCastObject() function once since I know my position within the tilemap! I just have to resize the large objects so that their edges coincide perfectly with the squares of the tilemap, especially when 2 large objects are side by side. I think I'll open a topic soon to talk about my project :)
Quick one covering the Interpolate in Fuze which i feel i haven't even scratched the surface of in terms of it application and fully understanding it myself but i hope this helps ease people into its usage, will definitely explore it further in future as well as Ai movement as i missed so much.
From my research most enemy movement is done on distance checks and there animation states plus a ton of tricks so much to cover and discover :).
@_λιεχ_ ideally animation states is what your after i didn't want to confuse you, the Gothic Vania sample program provides a state machine which triggers animations when called.
as Richard was saying you only count the frames in the animation so setspriteanimation(sprite,4,8,10) the end frame would be 4.
i added the sprite speed part so the user can't interrupt movement between moves.
i'd be happy to share a program later if your still having trouble to help you get over the first few hills.