Platform movement object issues with Pendulum platforms

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  • I have pendulums in my game that i have hard coded without any extensions but I'm having a hard time making them play nice with the Platform Movement Object. The player either gets stuck or comes off at the peaks of the swing. I'd like to be able (if possible) to treat them like any other moving platform that you can move left or right freely and jump freely as well. Then i dusted off the Platform Swing Object. Are there any examples of this anyone knows of, or any ways to make what im trying to do work? Im at a complete loss with this..

    EDIT: This video at 1:05 shows what im trying to get figured out;
    Please login to see this link.

    Developer/Composer :

    Vamprotector

    Castlevania Chronicles 2 - Simon's Quest

    Castlevania Chronicles 3 - Dracula's Curse

    Edited once, last by Warmachine (September 12, 2023 at 2:35 AM).

  • Isn't it crazy that this was accomplished on a NES game?

    Here's how you can do it:

    Calculate the change in X and Y position between the last frame and last frame:

    * Always
    Change in X : Set Counter to XMouse - X( "Platform" )
    Platform : Set X position to XMouse
    Platform : Set Y position to YMouse

    Apply said X and Y changes to the player object when player is on the platform

    * Player is overlapping Platform
    Player : Set X position to X( "Player" ) + value( "Change in X" )


    You'll have to modify this code so that "Player is overlapping platform" is a detection of the player standing on the pendulum.

    I didn't add the code for Y above, but just copy it for the Y axis

    This will introduce a 1 frame input lag between the platform and your platform. You can leave it as-is if you're happy. If you're not happy the solution is to make all of your pendulums invisible and have a second pendulum that is placed on top of the invisible one then apply the change in speed to the pendulum just like you did with the player.

    If this is confusing please let me know and I can make an example, I'm just on a really tight time crunch right now so sorry I couldn't post a MFA.

  • thanks for the tips and the example GamesterX23!
    Sadly i couldn't get it to work properly with the PMO. I was able to get it working just fine with built in platform movement inside of fusion. When you have a moment, check the attached mfa, maybe you can see something im missing? I have 2 groups setup; 1 for the built in platform movement, 1 with the PMO.

    Please login to see this attachment.

    Developer/Composer :

    Vamprotector

    Castlevania Chronicles 2 - Simon's Quest

    Castlevania Chronicles 3 - Dracula's Curse

  • Update: i was able to make it work! thanks for getting me started with it GamesterX23! It may still need more tweaking, but the main bit that i did different was add a floor detector and change "Test for Obstacle Overlap" to "Test for Jumpthrough Platform". When i get it working better i'll post up another example file, here's what it's doing right now;

    Please login to see this attachment.

    Developer/Composer :

    Vamprotector

    Castlevania Chronicles 2 - Simon's Quest

    Castlevania Chronicles 3 - Dracula's Curse

  • Hiya,

    Apologies in advance as I'm not really versed in PMO. I did take a quick peek and fixed a few things:

    Changed thickness(height) of pendulum platform to 1 pixel
    Changed width of detector to width of player - this prevents the "popping up" that was happening as the pendulum would swing

    I only spent a moment on this, but it seems to be working! If there are further issues with it I can try to help, but someone more versed in PMO may need to chime in. I'd recommend discord at that point if I can't figure it out for you.

    Please login to see this attachment.

    Edited once, last by GamesterX23 (September 15, 2023 at 12:40 AM).

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