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.
  • Does anyone know a good tutorial or method to get character to follow the player. I'm gonna be starting a new project with a dev team I've got forming. We're going into a pretty extensive project, I'll probably be here a lot asking stuff again, lol. any way after that run on I'd like to take a moment to recuperate myself, lol.

    alright, what I'm thinking is the player will have characters following them at least a couple for the first level. Is this easily achieved in a manor that they keep some kind of distance..I mean it's alright if they bump into each other, but not walking on top of each other the whole time.

  • Does anyone know a good tutorial or method to get character to follow the player. I'm gonna be starting a new project with a dev team I've got forming. We're going into a pretty extensive project, I'll probably be here a lot asking stuff again, lol. any way after that run on I'd like to take a moment to recuperate myself, lol.

    alright, what I'm thinking is the player will have characters following them at least a couple for the first level. Is this easily achieved in a manor that they keep some kind of distance..I mean it's alright if they bump into each other, but not walking on top of each other the whole time.

    you can have them follow the player at a set distance and if they have their own collison boxes you just make them bounch when they collide off one another (you could have them set to the possition of the x,y of the player character and then minus the distance you want them to hold back).

    hope this helps.

  • The problem is mostly when the little followers hit an edge where they have to jump.. assuming it's a platform game.
    You could have an object at the edge, telling the characters to jump. The problem is that they might end up jumping back and forth because they hit the object on the other side as well :P Might be some workarounds, but it might also be very hard :P

  • We haven't started developing yet, but it's going to have top down levels where the characters follow. I like reales explanation. How do you set up collision boxes? and what were you gonna contribute if I told ya what style game it was gonna be? haha

  • We haven't started developing yet, but it's going to have top down levels where the characters follow. I like reales explanation. How do you set up collision boxes? and what were you gonna contribute if I told ya what style game it was gonna be? haha

    Create a active box, one pixel larger than your character. Always set it to your character. Set all movements and controls to the collision box.

    Marv

    458 TGF to CTF 2.5+ Examples and games
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  • So invisible objects still detect collision? That's sort of a question I had for creating line of site to, but I'll post that in my other thread on that to keep this one on topic, lol.

  • yep, just make invisible and it will work... its a standard for any engine really. interesting and somewhat random fact, take a look at street fighter 2 that game uses hit boxes and now look at street fighter 4... that game is built in 3d but towards the end of development they had to switch back to 2d hitboxes because they had too many issues using the 3d models to detect the collisions...

    I have a little breakout clone game i am playing around with and the paddle has 5 seperate hitboxes on it, for each one of the five sections- the ball will bounce off at a differnt (and more specific) angle. the hitboxes are all offset from one another and they follow the paddles movement, i then have an invisible box the player uses to move the paddle left and right (as its for ios)

    what i suggest you do before developing any big projects is to just follow some tutorials on MMF2 to get the basics down... it doesnt really matter if the tutorial isnt specific to the project you have in mind because they will help you to understand the basics of MMF2 and of game design and making in general.

    Edited once, last by Reale (December 10, 2011 at 11:57 PM).

  • oh yeah, I've been doing that..lol...I've programmed rpg elements in a game, done break out stuff, watched tutorials on line of sight ai. I'm just trying to fill in some holes, lol....most of it I learned to do without hit boxes, and stuff like that, but it's good to know better methods.

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