Asking about jerky Enemy PMO and Collision using active object

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  • Hi all,

    Im learning CF2.5 and just get the CF2.5+ because i think the child event will be helpful<3

    3 Questions here:

    1.Im learning on pairing and scoping and manage to set up enemies using PMO, but the movement is kinda jerky, what could be the cause.

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    2.Im also attaching a sprite to the front of the character that act as sensor for checking obstacles, is this the right practice?

    3.Is it good the place the enemies directlyin the frame? Or load it on realtime?

    Thanks

  • 1. Without an example it will be difficult to say - perhaps if you copy & paste your code into a .mfa just using squares as your character we can check for you.

    2. No. You don't need an extra collision object as the actual character can serve as your collision object. But with platform movement it's more common to have a collision box at the player's feet so that they can test if he is standing on a platform.

    3. It doesn't matter. If you want to combine an enemy with a health bar and you create them together, then Fusion will automatically connect them and that will save you a lot of hassle. But if the enemy doesn't have a health bar then it's up to you. What you should do, however, is make sure they don't move, collide or animate unless they're in the active viewport so that you don't use unnecessary memory.

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  • 1. Without an example it will be difficult to say - perhaps if you copy & paste your code into a .mfa just using squares as your character we can check for you.

    2. No. You don't need an extra collision object as the actual character can serve as your collision object. But with platform movement it's more common to have a collision box at the player's feet so that they can test if he is standing on a platform.

    3. It doesn't matter. If you want to combine an enemy with a health bar and you create them together, then Fusion will automatically connect them and that will save you a lot of hassle. But if the enemy doesn't have a health bar then it's up to you. What you should do, however, is make sure they don't move, collide or animate unless they're in the active viewport so that you don't use unnecessary memory.

    Ok..Thanks for the tips. So what can i use to determine direction of colliision, for my case object collide with left/right/bottom obstacle?

  • Looks like your hot spots need an adjustment on each frame of your character animation (left and right dir). Set the hotspot to 16 x and 16 y on each frame of animation and your animation will be smooth. Seems to be working nicely once that's done.

    Wow..that did the trick<3 Thanks

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