Trouble with DavidN's Fastloop Custom Platform Movement

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  • Recently, I was trying to use DavidN's tutorial for making custom platform movement; when I hit something strange in the instructions.
    In the tutorial, it explained how to add acceleration and deceleration in the horizontal movement of the player character.
    The tutorial also showed how to make horizontal moving platforms and conveyer movement, and how to make the player character function with it.
    They both worked well separately; but when I tried using both the Acc/Dec Movement and the MovPlat/Convey Movement together, it sends my character flying across the screen whenever it touches a conveyer or a moving platform.
    I followed the instructions verbatim; I even manipulated the MMF2 file on Fastloop Platform Movement to see if I get the same result, and I did.
    I need to use both movements for my game, for run physics and dynamic platform movement.
    I've tried everything, has anyone gone through this before?

    P.S- For those who have used the tutorial for platform movement, can you apply the same instructions for horizontal moving platforms to vertical moving platforms and multiple velocity platforms?

  • If you upload your project, Im sure someone can find your issue! Whenever Im making a new platform game, I use DavidN's thing as template, but you gotta be careful with changing stuff as a lot of it is somewhat linked together.

  • Since you do use DavidN's tutorial as a template for making platform games, are you or were you following the instructions from the Word Document inside the tutorial folder?
    If you do or did, you should have seen that the file itself showed how to make the player accelerate and decelerate while moving horizontally as well as having the player interact with a moving platform and conveyer.
    I’ll understand if the two groups of commands were originally meant to work separately; I just want to know how to make the two groups of commands from that very tutorial coexist with one another, without having my player fly off the screen. And I can’t just remove either one since they both serve a purpose in my project.

  • Thank you, I was hoping you would answer!
    And I'm not surprised if there were a couple of threads about it, but I couldn’t find any of them.
    I don't need an entire revision; I just want to see the small changes with the related commands that will make them work well together.
    Again thanks, and congrats on your finished project!

  • Sadly, I cannot send in my project for certain reasons. I'm sorry if that itself hinders you to help me...
    I don't need any file that shows the changes in the codes that fixes the problem, just a post of what to change in the inputs and outputs.
    If you still have a problem to find where the problems lie, may you follow these instructions?
    If you still have DavidN's fastloop platform folder with the Word Doc that gives the instructions:
    -Find and open the MMF2 file that shows all the platform examples, inside the folder.
    -Once opened, find and open the frame with the moving platforms.
    -In the Moving Platform Frame, Open the event editor and look into the horizontal movement commands.
    -In the event editor; Change the basic commands that shows the left and right directional buttons as its inputs, to the Accel/Decel commands that is shown in the Fastloop Platform Tutorial Word Document.
    -Once executed, test the frame; you should have the same results I'm having:
    -It should work normally; however if the player lands on the moving platform or a conveyer, it should send the player flying across screen; probably in the same direction the moving platform or conveyer is currently moving.
    Again I don't need a file that shows the fix, just a post; I'm sorry I couldn't help you any further.

  • I'm sorry I can't perform the entire procedure due to time constraints, but one solution might be to have

    If Horiz of Player == 0
    Key Left or Right is not being pressed
    Player is overlapping Movable platform
    set Horiz to Horiz("Movable platform")

    Did that make any sense? I haven't tried it yet, but I think it might work

  • Sorry for the late reply, I'm on a sort of recovery this weekend :) I'm still trying to see if I ever had an MFA that fixed the problem, but... I believe that the solution was not to add to Horiz("Player") directly as I say in the tutorial when the player is over a conveyor or moving platform, but to have a separate variable called something like "ExtraHoriz", and to run the horiz fastloop separately for that after doing the normal player movement. (ExtraHoriz is set to a specific value whenever the floor-collider overlaps a conveyor or moving platform.)

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  • I made a quick example of a frame that combines the two... this one uses a separate fastloop for adjusting the player if on a conveyor belt. It's probably not the most efficient way to do it, but it works...!

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  • Thank you very much for your help!
    But may I ask three final questions? (The last one could be for anyone)
    -Is it possible you could copy the changed commands and post it here? (I'll understand if it's not)
    -Is it possible to simply add a couple of commands that slightly mimic horizontal moving platforms to vertical moving platforms?
    -I realized something odd and interesting about the flawed commands. When I use the flawed commands and when I make the player go against a conveyer, he/she will bounce off like two same pole magnets. This made me realize that I have to give a command that will cause the player to bounce off certain objects like enemies or somewhat rubber material (Similar to the spring but affects all directions). But the behavior with the flawed commands is awfully glitchy, and I was wondering if someone would know the commands to make the player "reflect" off another object flawlessly.
    As of right now, I’m taking a break from programming so I won’t need an instant answer; however I would like one as early as possible…

  • Wait a second, I think it is possible to have the player reflect off the objects with the flawed commands!
    Give the "bouncy" object the same commands the conveyer has, "And make sure Left ( -X ), Right( X ), Above( Y ) and Below( -Y ) parts of the object share similar qualities".
    In the example above, the left conveyer is meant to force the player to go left, but when the Accel/Decel commands are applied and the player comes in contact with the conveyer "while moving right"; the command knocks back the player.
    There's probably a bug in the idea, that will cause the player to fly off the screen if the player moves with the reflected direction. (Maybe, if there's a way to cancel such movement once the player is detached from the object)
    I just thought of this idea and I have not tested it yet, I'm sorry to those who tried it and doesn't work...

  • Update
    My computer hasn't been running properly for the longest time and I couldn't download anything for the past month, so I was currently working on sprites.
    I was wondering if someone could copy the changed instructions from the accelconveyer file DavidN attached and post it to the forum.
    I'm still working with sprites so I don't need it as of right now, but it’s best to post it as soon as possible.
    P.S- Has anyone actually tried the bouncy effect?

  • Update-
    I've finally tested DavidN's moving-plat strategy, and it's working wonders.

    The only "bug" is rather minor...

    If the Horizontal Movement is greater than the Alt. Horizontal Movement from the conveyer, that means the player can still move against the conveyer with some restrictions;
    however, when the player collides with a backdrop while moving with the conveyer, it can no longer move against the conveyer regardless of how great the Horiz Movement is compared to the Alt.

    The reason I find this a minor problem is that it doesn't completely freeze the player as the player can easily jump free from the backdrop, and it's kind of player instinct to continuously jump against moving platforms like a conveyer, so this won't really hinder the player's experience.

  • Tried to use the proposed solutions for alignment of moving platforms and options acceleration deceleration player. As a result, background objects are no longer block the horizontal movement of the player. Why?

    You can see it in the project: Please login to see this attachment.

  • Tried to use the proposed solutions for alignment of moving platforms and options acceleration deceleration player. As a result, background objects are no longer block the horizontal movement of the player. Why?

    Please login to see this attachment.

    I'm sorry, revised content and found that accidentally deleted one cycle. Corrected. Moderators, please remove this post completely.

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