Thanks Devis.
I'm trying to find the Lens Object. Did you mean the screen zoom? I haven't used that yet and don't see any documentation on it. Do you how to use it or know of a tutorial that shows it.
Thanks!!
Posts by Thrawn
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.
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.
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I want the frame to start off the full width and height, that's already set up fine.
The player starts at the bottom of the left corner. To the right of him is a large hill leading to the boss who is to the far right at the very top.
One of the bosses moves makes him jump down and stun the player while he beats on him. As he's jumping down I want the frame to center on him to get a close up of him and the players battle. After he is done,he leaps back up to the top right where he was before and at that point I need the screen to go back to seeing the whole frame like it was before.
How would this be coded?
Thanks guys! -
DavidN,
Yeah I understood what you meant, lol. Thanks!
I appreciate all the good tips and info.
Jeff -
Thanks Muddy mole for the quick and correct answer, lol.
So I didnt do that when I first made the standing animation. If I had did it then, would I have had to do it on every frame like I did on the animations?
Thanks again! -
Ok, Im starting to work on making animations work in MMF 2. I have standing left/right and walking left/right. Its very basic (ie; crappy) animation. It works great when he goes to the right, but when he goes to the left, he seems to teleport a bit.
I have no programming in it yet, which was surprising because I thought you had to program the animation stuff in, but that goes to show the power of MMF 2 I guess.
So heres the mfa: Please login to see this link.
Can anyone look at this and tell me why this is doing it?
Thanks,
Jeff -
Thanks Kisguri, your always very helpful. I will go check out the site you mentioned.
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Do you still make this magazine?
Are all the old issues available for back order?
Thanks -
Im starting off my game making career with a 2D platformer/fighter style game similar to maybe double dragon meets super mario 3.
I have lots of ideas, but need to know the best way to go planning out my level. It starts off on a beach, moves into a jungle, then into a volcano where you fight the boss.
Anyone have any good tutorials on learning how to build platformer levels?
Thanks! -
That makes sense really. 2 possible body parts to hit, each with there own hit box and animations.
I watched a youtube video by a dude named thatguyoverthere, and he has a similar process to creating his bosses where instead of animated artwise, they are animated thru code and each part is its own active object. I dont have a link, but its def. worth a look. I found it by searching mmf2 tutorial. -
Im pretty sure "s" says it all. lol.
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Im assuming you could use some programming to make the trees animations go off at different times.
How this work, I am not sure sadly. -
For the animation part where he gets hit, you will want to have a collision detection happen with the bullet and then at that point switch it to a different animation in that active oblect.
For example he will have a running animation, a jumping animation, a getting hit animation, a death animation, etc.
Those would all be called within that active object by collision detection or flags/variables.
Then once the hit animation is done playing, it will move back to the running animation or stopped animation.
Hope that makes sense. -
Ive also noticed this happen to one of my games when I duplicated the active objects rather than cloning them.
Not sure if thats your issue or not, but figured I'd share. -
Also, be sure your paying attention to the way the arrow in the box is facing. You will have to copy and paste and flip them to make it so they can run left and right.
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Really fun game. Great concept.
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Thanks for the info. I will look that up.
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I just want to let you know in my small time here so far that this is the most helpful and active forum I have ever been a part of.
I want to thank all of you who take your time to actually explain the way things work and actually answer peoples questions rather than chastising them for their lack of knowledge.
MMF2 is truly a great product and the community is just as awesome.
Thanks so much from all us noobs! -
I saw someplace there were certain things that wouldnt work with the SWF exporter. Meaning, certain things you couldnt prgram into the game because the SWF exporter couldnt export it correctly.
Can anyone tell me what the limits or conditions are on the SWF exporter? Do extensions work with it?
Thanks guys! -
You just change the drop down for the animation you want to choose. I think you can also make names for your animations in that drop down box as well if they dont have a name that fits your animation already.