MMF2 Shooting mixes are the mess !

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.
  • I have a very big problem with MMF2 mixed up directional shooting . Any help will be much more than welcome ! ? I am trying to fix it out 3 days now and i can't . i am making a very very good looking Turrican game and i stuck only to this :

    Example : When I hold up x change my normal shooting movement and shooting on 360 degrees with 32 frames animation and all the 32 directions with left and right key and when i am leaving x returns to the normal animation frame BUT there is the mistake of MMF2 i believe : The animation is right and reset but the shooting state stuck to the previous angle and movement when hit again z or x . Z is [normal shooting].

    Example 2 : When i hit x and left arrow and did any degree shooting and when i am leaving shooting and then hit again x shoots from the previous angle .... this is terrible wrong because as all we know 2 movements shooting must not effect each other remember the previous shooting angle .... and this is what i am trying to figure out ... One trick or something to reset the 360 movement and it's directions when the flag is off anyone like Turrican iclick back on 2008 . The writer lost the source as he said .. and i want to do the original surround shooting and casual shooting without mixing with each other like original Turrican games .... please help me somebody and Merry Christmas to all :D !!!

    Edited 2 times, last by PSofosNextGen (December 23, 2012 at 12:32 AM).

  • An example file would be loads of help. Crying about it and threatening to leave for an inferior product most certainly will not.

    I would bet money that the problem exists in your eventing somewhere. An errant flag or trigger most likely.

    Do you have a stripped down .mfa that we can see how your events are laid out with the problem you are having?

  • I'm not too sure I understand what the situation is since, as Chaos said, you don't provide an example with the problem. Very rarely is it MMF's fault, though it has happened before. Sounds like it might be your event ordering. Double click the event in the event editor (or use the event list editor). Make sure the create bullet events are before the ones that set the direction for the bullet, otherwise you're overriding instance selection and it's probably applying it to all the bullets that existed before the one you made.

    Please login to see this link. - Metroidvania RPG (Win/OSX/linux & PS4/Vita/Wii U)

  • An example file would be loads of help. Crying about it and threatening to leave for an inferior product most certainly will not.

    I would bet money that the problem exists in your eventing somewhere. An errant flag or trigger most likely.

    Do you have a stripped down .mfa that we can see how your events are laid out with the problem you are having?

    Hello and Merry Christmas Chaos to you and yours .... OK so take my .mfa !
    z casual shooting !
    x surround shooting !
    This is only a test screen .

    In Turrican games you hit fire and shoot casually but when hold fire shoots in 360 degrees with pressing right or left . When release fire Turrican returns left or right and reset every angle depending left or right without mixed up the casual shooting angle with surround shooting angle . In addition i want to tell that when hold x and left or right shooting when i am leaving x and then press it again without move my sprite animation stuck from the previous shooting both x casual and z surround shooting .
    The point is that when i am leaving fire button every on any shooting or angle Turrican must reset everything and every move or shooting and must not effect shooting with surround and mixed the angles . look Turrican 2 surround to understand but i imagine all we already know the Turrican games very well :)
    Thank you very much for your concerns and if i am wrong so much MMF2 is the best gaming factory engine around but if i am not wrong the movement system needs a little improvement to be perfect :)

  • Hello Alonso and Merry Christmas to you and yours ... I provided an .mfa and explain everything right now below your comments :) If i am wrong please fix it if you have the good will to help me . I am tried every method !!! :)

  • POPCORN and SUMO couldn't help me to this 100% not me not anyone until now but their help were an awesome start and I want to believe that MMF2 is a better technology than GM ... I stuck my awesome project because of this a week now ...........

  • So let me double check...
    You want it so after you have used surround, its direction is reset to whatever direction the player is facing (so it is always horizontal when you start using surround).
    That's how it worked in the Turrican games, as far as I remember :)
    Is that what you are after?

  • Hello Mr. ... Pulsecode . Merry Christmas to you and to your family...so If you have played Turrican games back then you know exactly and better than me the right movement , shooting angles and all the other degrees staff and better than none the power of MMF2 . I believe that YES is that what i am searching to find the reset of the surround movement to horizontal state always when i release the surround button and as a double check example :

    -When release surround button From 0-90 degrees must always reset the movement without effecting simple shooting and Turrican must face right.
    -When release surround button From 270-360 degrees must always reset the movement without effecting simple shooting and Turrican must face right.
    -When release surround button From 90-180 degrees must always reset the movement without effecting simple shooting and Turrican must face Left.
    -When release surround button From 180-270 degrees must always reset the movement without effecting simple shooting and Turrican must face Left.

    On Amiga or PC or whatever system when we pressed fire for a long time Turrican executes surround and when release fire on any angle he shoots , the movement resets horizontally always as you said depending of course on the degrees of animation left or right Turrican reset the move and shooting states on that direction and so on ... you know better i suppose .... also i cannot find any trick to execute surround even when my sprite is down or left without 32 directions of course ... so i cannot find any method to do this complicated staff so far or someone else ..... in addition when i release surround button and then hit again without moving my sprite Turrican shoots from its previous state angle and here is the mess ... So something missing or something i am missing ... Thank you very much for your concerns .... if you know the method and MMF2 doing it right please help I am searching exactly the surround shooting method of Turrican or Hurrican...:) Thank you very very much ....

    Someone did something back on 2008 without 32 multi-directional animation and name it Turrican iclick but i don't have his example he abandoned the project and told that missed the .mfa code for an unknown reason ... i have the executable file but is useless ....

    Edited 4 times, last by PSofosNextGen (December 23, 2012 at 5:53 PM).

  • Hi PSofosNextGen!
    Thankyou :) And a Merry Christmas to you and your family too!

    I'm sure there are many ways to do this stuff. It depends on how the rest of your engine works etc.
    The way I have tackled the direction reset is not necessarily the "right" way, but it works for me!

    I basically added an alterable value that checks the direction of the player (when in surround mode) to allow it to reset nicely.
    I've attached my tweak (and commented what I added) See if this is a bit more like what you are looking for. Please login to see this attachment.

    Also, I'm not sure what you mean when you say "also I cannot find any trick to execute surround even when my sprite is down or left without 32 directions of course"

    Finally, did you want surround to work exactly as it did on the Amiga? (so shooting and surround are both done using one button)

  • Oh my god this is it !!!!!!!!! This was trying to figure out days and days now !! Many many thanks sir !!! The program is without limits after all !!!! It is not perfect for the other weapons like multiple shots but this works perfectly for me as well . i will study for the multiple shots ... this is a Turrican move thank you again so much sir !!! also i want to ask you 2 questions : Is there any option in MMF 2 to hold a button and after a little while to execute the command like Turrican on Amiga which was simple shooting and after pressing 1-2 seconds executes a surround move ??
    Secondly i am searching a method like upgrading for example the basic shot you saw every time i took a power up from a box [Turrican spread shot] as you already know ...1 shot 3 shots 5 shots and then when the sprite losing a life to degree the weapon ... Any example to this ??? ... thank you so much again i am studding on this now !!!! Merry Christmas and a happy new year sir to all of the Clickteam members as well as to your family !!!

  • Glad I could help :)

    Ok so for the first question, yes!
    You can do this a number of ways I'm sure, but the way I would do it is use an alterable value as a hidden counter.
    Its a bit complicated to explain (but not actually complicated in execution) so I will make an example in a bit for you.

    And the second question... I would probably tackle this in a similar way (storing a number as a global value) and checking that value when you shoot (to get the right kind of bullets).

  • Oh sir ... i understand very well the first answer but i don't understand the second as the second is far more complicated ... a counter for a multiple shot .... degree the counter when loose a life or increase when the sprite takes upgrade .... any example for the second with a 5 shot multiple shot ? Sorry and my apologies for my so many questions . Take your time you helped me so much ... I have no words to describe my thanks to you ....

    UPDATE : Also on my Turrican test.mfa that i was sent you i saw that the triple shot does the same glitch . How can i make a spread shot with a bit more simple way ??? Thanks again one more time and my best wishes to you for a best 2013 !!!

    Edited once, last by PSofosNextGen (December 23, 2012 at 7:48 PM).

  • Ok, cool :)
    I have made a small example using the "gun" shot type. I've made it so there are 3 shot sizes for that power up.
    The way I have done each of the 3 shot sizes is basically how you would do any other power up levels.
    I'm using global values to record the power-up level of each shot type. So you can subtract one from those global values when the player dies to power down by one level (which i think is how it worked in Turrican).
    Also shooting and surround are both operated using "Z" now.

    AH yes. The 3 way shot acting up like that was fixed by making it use the direction check I was using for surround :)

    Please login to see this attachment.

    Edited once, last by pulsecode (December 23, 2012 at 8:36 PM).

  • Sir you are brilliant !!! I have no words to speak .... many of my project problems finally solved by you .... brilliant just brilliant ! If i have another question sooner or later for the rope stuff that now is a little incompatible but working or the gyroscope movement [...by the way what movement is Turrican when transformed to gyroscope to use ?] i will ask only your opinion and help if i stuck somewhere in the future and you will be the first person in the world that will take the demo and then the whole game free of course to test it and check it by your brilliant knowledge .... It will be very very good or i will not publish it at all and i am making a very good progress and with your help now even better !!!! Thank you so much sir for everything .... Merry Christmas again and have a nice job always :D MMF2 is just amazing . I was only afraid for the opposite !!!!!!!! I was wrong and accept my apologies sir !!!

  • Glad I could help :)

    Ok so for the first question, yes!
    You can do this a number of ways I'm sure, but the way I would do it is use an alterable value as a hidden counter.
    Its a bit complicated to explain (but not actually complicated in execution) so I will make an example in a bit for you.

    And the second question... I would probably tackle this in a similar way (storing a number as a global value) and checking that value when you shoot (to get the right kind of bullets).

    Hello sir how are you ? :D I made a very good progress from yesterday but i stuck to something so annoying and i believe is very very easy for you ! When Turrican transform to gyroscope/screw and doing things then when transform back again is facing wrong like surround back then that you successfully fixed it for me ...
    my point is that when transformed to gyroscope the program cannot record the left or right of Turrican because Turrican sprite destroyed in order to appear the gyroscope but then when the gyroscope creates again Turrican he is facing the wrong direction ... can you fix this for me please sir please !!!! ?

    Example : on Turrican mode press down key then when he transforms in gyroscope walking right or left a little and then the up key to transforms back to Turrican ...you will see that he faces the wrong direction cannot record the left or right in the gyroscope mode .... Please help me sir ... take my .mfa what i did wrong i am trying 12 hours now !

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!