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  • I am trying to achieve a platforming style game where the player can walk on the wall, floor, and ceiling of a group of actives. Here is a basic mockup of what I'm looking for
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    The player would have to stick to each side of the floating platform. I was thinking maybe a "planetary orbit" system would work, but all of the examples use the Phisx Box 2d which I cannot find anywhere. Maybe this can be done using the built in physics engine?

  • you don't need to use box 2D if your game is going to look like your mockup (eg using square tiles, not a 360 degree surface like a sphere) All it really requires is a basic fastloop platform movement and then you can have 4 different 'modes'.

    for the default gravity you'd have your standard x=left/right and y=up/down
    for reverse gravity you'd have the same except the y would be inverted
    for the side ways gravity instead of using y for the gravity you'd use x values as the gravity/jumping and the y values to move along.

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  • I assume this means I would have to code my own platform movement rather than using the built in one? This is planned for an Android game so I don't know how well doing so many loops will run on the hardware.

  • you wouldn't need too many loops.. pro tip - separate your loops into groups and disable the groups whenever you're not using them. I feel like you could get away with less than 6 loops running at any given time.

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  • I found the crawler Please login to see this link. which seems to be what I am looking for, but I am not sure how to reverse the movement if I am holding down another key. I'm also not too sure how to handle jumps changing gravity.
    Any ideas?

  • If that's the crawler example I made for Krim (should be grey blocks on white) then all you need to do is reverse the speed value to be negative to change the direction. I can't tell because I don't have MMF2 anymore. There are a few games using the mechanic you mention (Hempuli's Once in Space is rather good) and such games do not change gravity while jumping. Rather, only walking over a corner changes the gravity direction.

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  • Yeah. I originally programmed the Box2D platform movement to cope with all the directions of the gravity.
    But I had to remove the code before initial release : 4 direction code X 4 different runtime = 16 chunks of code to maintain, a hell. And we had quite a few bugs in the platform movement at first. But I will re-implement this in a future version.

    Francois
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