Rope bridge with PMO (plus bonus sloped jump-thru platforms and elevators)

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Here's an almost final version of my PMO hacks example: Please login to see this attachment.

    Thanks 110% to [MENTION=14816]BartekB[/MENTION] for the hard work with the rope bridge, I just hacked it together to work with PMO.

    Also featuring a guest appearance by sloped jump-thrus, just make sure the hotspot is at the height of the lowest pixel on the slope.

    Finally, elevators working with pushout, I'd love to also do this with fastloops but I never got around to it. The bulk of the elevator events came from the genius of [MENTION=7222]Caesar[/MENTION] originally posted here: Please login to see this link.

    Also thanks to [MENTION=6771]DaveC[/MENTION] for the Kid Icarus Fusion example with pushout that gave me the idea to combine them: Please login to see this link.

    There is a tiny bug if you land on the elevator and there's not enough clearence above you, this is due to the way the PMO processes "on the ground" and there's no good way I found of being able to detect if you're falling through the platform during an overlap and on the ground.

    Any bugs please report, I'd love to make this definitive!

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  • Thanks! Yeah, Upp's the real genius for the bridge, but as with a lot of things with PMO, you have to be very careful to get everything just right, things like the detector for a bridge like this needs to be 1px wide otherwise it causes were rounding errors for the first few bridge pieces (in fact the bridge ends need to be obstacles since there was 1 pixel bug I couldn't fix, but most people would make those solid anyways). Getting the height detection adjusted in the events for the bridge and matching it elsewhere just takes a lot of experimentation to find out what you can trick PMO into thinking is a good idea.

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