That's cool so far. I have come across Tonypa's iso tutorial before - you found a good place to start.
*GuyFlash's suggestion is probably the easiest way of making sure the sprite is always facing the right way.
Also, you need to know when Kirby has landed in order to put the player back into the walking/standing animation and reset the jump counter.
You must have somewhere in your script a check to see if the player has hit wall/ceiling/ground. Find where the collision to ground is detected and put the code to change back to walking in there.
Solid progress so far - it will be nice to see the next iteration
i actually found a better way then checking for collisions directly involving the script.
my script prints either -1, 0, 1 for y and -1, 0, 1 for x
so if i use the formula that i made up (x + 2)*3) + (y - 1)
every possibillity of x an y together would print out 1,2,3,4,5,6,7,8,& 9 which i can use for each angle by
kirby.clip gotoAndStop (((x + 2)*3) + (y - 1))
not positive if it'lll work but i spent periods 5-8 busting my ass on it ...
now im going to fail all of my tests..
thanks for the help ^_^
i'll try the variable. this is my first time working with actionscrifpt (doing more then just a preloader O_O) so getting simple things like limiting the jumps towork only after kirby starts falling took me over 6 hours...
mabey when i get as proficient in AS as you are i'll be able to do it in a much shorter time
if i'm honest, I've only recently started to learn how to do tile based stuff in flash for... well, a *top secret* project but it is a pretty efficient way of working and if you do it right you can have custom level editors and create massive flash games that run fast and have tiny filesizes...
if this is you're only actionscripting (apart from pre-loaders) the major congrats. but remember with tutorials it's more important to understand the code, then you can own it when you want to do something beyond it (but it looks like you get it and some )
I'm really looking foreward to see how this works out