Degenerating/Regenerating bridges, how?

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  • I want to know how one would go about making degenerating/regenerating bridges?

    This is what I'm talking about

    [o]||||||||||||||[o]

    [o]|||||||||||||||||||||||||||||[o]

    What I want is something like this. Once the player stands on these bridges, they will begin to dissolve starting from the left or right. Once they are completely gone, they will regenerate again from the same side they started disappearing from. There will be different size bridges.

    _____0
    [o]|||||||||||||[o]

    -------|
    [o]_______||||||[o]
    -------|
    -------0


    Any assistance would be great. :)

  • When the player is standing atop a "bridge piece" object, start a timer within that object and when the timer reaches your desired value, then drop/make invisible/destroy the object. When the bridge is out of frame (or whenever you want really) raise/reappear/recreate the object.

  • I'm not sure I understand what you mean. :-/

    If it helps, I am trying to recreate Please login to see this link.
    The segmented bridges go one way, the solid bridges go another way. There will be a lot of these laying around in the stage I am making. Some of these bridges will either be shorter, or longer than the previous ones.

  • I don't think animation is going to help me with this. Though I have thought about it at one point. Just consider this. The longer I want the bridge to be, the more animation frames it's going to have to be.

    I'm taking a closer look at what it does in the game, in terms of sprite layer & ordering. Changing the color of the BG and sprite layer of the game helps a bit to show me what's going on. From what I can tell, when the player is on the bridge, a 16x8 tiled 'sprite' version of the bridge appears, and moves along the path. I guess when it overlaps a particular segment of the bridge, it destroys it. So I may need to do something similar. Something other than just animation.

    I could post a small video that I recorded if it'll help. Maybe someone else can give me an idea that's different from animation.

    Edited once, last by N64Mario (June 1, 2012 at 10:26 PM).

  • Well if it were possible, you could just use one long bridge image and move it horizontally and have a clipping mask on the ends to stop it from going through... but I'm not even sure clipping masks are really possible in MMF... at least not that I know of.

    The only other solution I have off the top of my head would be to make a bunch of segments that go invisible one after the next... That would create the illusion of a solid platform moving from one side to the other.

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    My examples:
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  • If your bridges are going to be single colored or have a horizontally aligned texture, you could simply change the Scale of the Bridge.
    When you want the Bridge to appear again at the other side you could simply change to an animation sequence where the HotSpot is on the opposite side, and do the same as above.
    ?

    Ring Man? Whats he gonna do, marry me? XD

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    Edited once, last by King_Cool (June 2, 2012 at 1:06 AM).

  • Is this something along the line of what you were looking for Mario?

    You'd have to know the length of the bridge segment going through, but since you're going to specify that it's no biggie.

    Kind of, except that the ends were too long. If I resized the green floors there to 16x16, the red bridge would keep going off the edge of where it should have stopped disintegrating.


    If your bridges are going to be single colored or have a horizontally aligned texture, you could simply change the Scale of the Bridge.
    When you want the Bridge to appear again at the other side you could simply change to an animation sequence where the HotSpot is on the opposite side, and do the same as above.
    ?

    Would work, except that there will be some more graphical bridges that look segmented. So scaling woruldn't work for this type of thing.


    In any case. I've done a bit of research, and Please login to see this link.. I fixed the colors of the BG and the sprite layers to notice what was going on.
    This is what I meant from before in my post earlier. Looks like the moving bridge segment either destroys parts of the bridge along the way, or creates each segment when it passes by. This is kind of what I had in mind to begin with.

  • If your using XY coordinates for colission detection ( instead of collision/ overlap condition ) i can imagine an animation wont work ( could still be possible ), if not an animation is probably your best choice imo.

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  • Have you tried something like this?
    Please login to see this attachment.

    Wait. Better version:
    Please login to see this attachment.

    Makin' games since Klick 'n' Play!
    One of these days I'll actually finish one.

    Edited once, last by Fralex: Found more sensitive way (June 2, 2012 at 4:18 AM).

  • Have you tried something like this?
    Please login to see this attachment.

    Wait. Better version:
    Please login to see this attachment.

    Looks good, except that the way you're handling it. Your code relies on objects being launched, as well as collisions with invisible/visible objects. The problem with invisible backdrops is that I assumed the player would still be able to stand on them, on regular conditions. They need to be destroyed off the stage so that the player can fall through. Unless there's a condition like '[player] collides with object/backdrop' + object/backdrop is visible'. But that's not likely.

    Nice try though. I think I might do some experiments based on my research. :)


    Thanks for all your help.:)

    Edited once, last by N64Mario (June 2, 2012 at 4:31 AM).

  • Let me know if something like in this video would be of help
    [video=youtube_share;4yXASKfasv4]Please login to see this media element.]
    (the sound sucks and is a bit choppy but you'll get the idea)

    I think I could alter to suit your needs and with this expanding bridge I can have many on the frame at once , each with their own length.

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  • Okay, I have another concern, relating to the topic.

    Say on the frame editor of MMF2, I have the bridge left/right generators layed out like this.

    [o]_________[o]

    [o]___________________[o] where the '___'s are just spaces actually.

    In the start of the game, I want one of the side generators to keep generating a 16x8 tile of the bridge segment until it hits the other one. So in the game, it will loo like this.

    [o]||||||||||||[o]

    [o]|||||||||||||||||||||||[o]

    This way, the user won't have to keep placing tiles of the bridge between the generators depending on the length while editing the frame in MMF2. Would I need to run a fast loop to compare ID's or something? With each length being different, I guess I would need to make the fast loop run at different times?


    I guess it would be easier for the user to just place the tiles of the bridge on the MMF2 frame editor. I'm just trying to make it more simpler for them to only have to place the generators only. :-/

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