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Here you are.
I don't know what to do, I just can't emulate the same movements as Mega Man X. I'm frustrated, I don't know what to do.
The problem is the dashing. When megaman dashes and jumps (Fire button 1 + Fire button 4), Megaman jumps more than the normal (increasing the Y and X speed).
When jumping in walls, when the player kept pressing fire button 4, and then jumps, megaman jumps more than normal, and also increase the X speed. But I'm doing a fast loop when jumping, so I can't give megaman the right X speed when jumping with Fire button 1 + Fire button 4.
I can upload the whole game, if anyone is interested on help. Please, I don't know what to do, I also thought on prove others game makers to see if I can do something better than MMF2, because I'm totally lost.
Thanks.
Is there a way to ignore just 1 button?
I have a Fast Loop and I don't want to move the player if pressing Right, so I want to ignore if Right is pressed, but another button can work.
Thanks.
Someone should upload an example, at least a little enemy, because I can't imagine doing that.
I don't know how to use timers, I found them useless (in MMF2).
When I hacked SMW, what I did for enemys was define some kind of variables that were the timers, and the enemy do a different action each specific time.
So, for example, what if I want an enemy that always faces the player, and each 1 second or 2, throws a bullet?
Another thing is bugging me is the problem of insert 2 or 3 enemys of the same.
Let's say I make an Active Object, that is name Enemy1.
I set up a timer for Enemy1; each 3 seconds throws a bullet; the enemy always faces the player and it have an Alternate Variable named HP, that contains 3. Each time the player shoots towards Enemy1, HP decrease 1, so when HP = 0, Enemy1 is destroyed.
I insert Enemy1 in the frame and it works well.
I want to have 3 Enemy1 in the same frame, so I make copies of it. That's where the problem is. There are 3 copies of the same Active Object.
If I want to have 5 or 6 Enemy1 in the Stage, it's useless to make 6 Active Objects with the same settings.
I hope I explained myself well hehe.
Thanks.
I'm dealing with slopes because I'm making my platform game with Static Objects. I don't know how to define the path of no-plain obstacles.
So the question came to me, why is not recomended using an object that use Movement type Platform? It's very easy to use slopes and no-plain obstacles, the no-wall stucking and all that stuff.
"Collision between Object1 and Object2"
- Make Object 1 bounce.
And that's all we need to determine the limits of walls. Nothing more.
Instead, I'm using a lot of fast loops and fixing a lot of problems that are making my head explode.
Quote from N64MarioSo when the player is sliding down a wall, and the wall moves forwards, you want the player to move with the wall?
You should be able to code this exactly like you would code a moving platform. Except that you won't be standing on a platform, you would be sticking to the wall. I think DavidN's tutorial has an example of moving platforms.
Same idea in programming, but different way to see it.
Oh no, you missunderstood my question (Was my fault because of the video)...
I want the same effect in a no-moving wall. I just wanted to show the effect when jumping being in a Wall. Because I have this effect but the position of Player is not being increasing... the Player just moves 3 pixels instantly.
In other words, I want to move 3 times 1 pixel, and not 3 pixels 1 time.
Hi guys.
I want my player to jump when he's in a wall (Mega Man X), but I want an effect similar to this:
(0:25 seg)
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It's like, moving the player like 3 pixel but not quickly... I don't know how to explain it.
I tried X("Player")-3 but that moves my player 3 pixels left, and I want to move my player 1 pixel 3 times.
I also tried a fast loop with not success.
I hope you can help me, thanks!.
I can't get that working...
At least I tried with no success... Thank you Docilemouse anyway.
Is there another way?
Thank you!
Hi guys.
I want to ask you something. I'm making my Mega Man X engine with Static object. A "blank" active object is the player, and then the animations are in other active object. The "other" object is called Sprite. So Sprite have the walk, run, dash, etc. animations. But you know, Mega Man X have another completly set of animations when he is shooting. The deal is, how to change the animation in the same frame that the other animation is running,... let's say, this 2 animations: walk and walk-shooting.
They both have 12 frames.
If the player is walking and in that mili second, the frame "4" of the "walk" animation is running, then the player shoots, the frame "4" of walk-shooting should appear, instead of frame "1".
I can't do that, I don't know if there is an option inside MMF2 that allows to change between object animations in the same frame.
I heard that using 2 "sprites", one for normal animations and the other for shooting animations would work, but I don't see that working.
Thank you again for your help.
Thanks to you, I've done this:
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I wish I can complete the engine so I can start the game and make a whole new Mega Man X game (:
About the bullets, I still don't know how to fix it. How should I set the direction of the bullet before shooted? Because, I set the movement with X("Bullet")+1 or -1 depending on the direction of the player. Is there another way to make the bullet being shooted?
Thanks
Maybe I didn't explain good the first question. When I insert 1 active object, the collisions are detected good; the enemy is destroyed when 3 bullets are collisioned. The problem is when I make copies of the same enemy in the whole level. Even if I just make 1 copy of it (2 enemys); I can't eliminate them by shooting 3 bullets to each one. I have to shoot 6 bullets to both of them (I think the Alterable Variable HP is shared).
I want to make the 2 objects inserted to be independent.
And for the second question, yes, I'm creating and object and then set the direction. I'll try what you said, thanks.
Hi guys.
I have this little question. I made this Active Object like an enemy, that takes 3 hits (Buster Collision) to destroy. (I mean, each collision between Enemy-Bullet will decrease "HP Alterable Variable", and when HP reaches 0, the enemy is destroyed).
But that doesn't work if I insert more than 1 Active Object (Enemy).... Is there a method to, for example, give each Enemy an unique I.D. so they can be independent?
Same thing happen with Buster (Bullet that my player throws by pressing Fire button 4). The player is able to shoot 3 bullets per screen, and the direction of the bullet is controlled by the Direction of the player, but the problem is when the player is facing right, then a bullet is fired, then the player goes left, the bullet turns left too... I think there should be a way to "independize" the bullets.
Please help.. thanks.
I know, I just can't find the problem, please see the video and try to imagine a solution or something, please.
If you need, I can upload my MMF2 file.
This is the video:
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This is the description:
I'm uploading this video to show you the actual problem I have with walls.
When the player touch a wall and jumps, then goes back to the floor, the player gets like "floating", or "stucked", but you can get out by pressing the opposite direction (In this case, left). But I don't want the player to keep like "floating".
Another problem is when dashing and jumping, the player get stuck in the wall, and worst, if you dash-jump again, the player goes up again =/
BTW, I'm using DavidN's gravity system that is on his tutorial.
Thanks.
It will double everything inside the windows, because I'm not doubling the size of each object, but of the window.
Help please, I'm out of ideas, I know what's the problem but I don't know how to fix it.
Look, this is the problematic code:
On loop "gravity"
+ Grav ("Player")> 0
+ Player is overlapping a backdrop
- Player: Set Y position to Y("Player")-1
- Set Grav to 0
- Stop loop "gravity"
On loop "gravity"
+ Grav ("Player")< 0
+ Player is overlapping a backdrop
- Player: Set Y position to Y("Player")+1
- Set Grav to 0
- Stop loop "gravity"
So, when the player is touching a backdrop, the Grav is set 0 and the player goes down. But when touching a wall, it doesn't move. I think it's because the player is already touching a wall.
Please, help
Quote from DavidNI'm not sure what you mean by not wanting to see everything in the same size... but you can check the "Resize display to fill current window" in the Application Properties to let the application stretch itself to the current window size, and use the Window Control object (Bonus Pack 1, I think) to change the size of the window via the event editor.
This is what I mean.
Thank you!
Hey guys. I have this question.
I'm making my game in a 256 x 224 window system. What I want is to make it the double, 512x448 but I dont want to see everything in the same size. Like resize display to fill the window screen. I don't know if I'm explaining myself.
It's like, you have a 256 x 224 image, and then you resize it to 512 x 448.
Hi.
I did this movement system with Fast Loops and float points (Thanks to N64Mario). But now I have this problem, my player get stuck in walls. I tried like 10 times to fix this but failed. Please help.
This is my code:
Always
- (Player): Set Pos X to Pos X("Player") + Speed X("Player)
- (Player): Set X position to Pos X("Player")
Start of Frame
- (Player): Set Pos X to X("Player")
Repeat while (Joystick) Moved left
+ NO Repeat while (Joystick) Pressed fire 4
- (Player): Set Speed X to -0.7
Repeat while (Joystick) Moved right
+ NO Repeat while (Joystick) Pressed fire 4
- (Player): Set Speed X to 0.7
NO Repeat while (Joystick) Moved right
+NO Repeat while (Joystick) Moved left
- (Player): Set Speed X to 0
Speed X ("Player") <> 0
- Start Loop "Moviendo" 1 times
On Loop "Moviendo"
+ Speed X ("Player") > 0
+ NO (Player) is overlapping a backdrop
- (Player): Set Pos X to Pos X("Player") + 1
On Loop "Moviendo"
+ Speed X ("Player") > 0
+ (Player) is overlapping a backdrop
- Stop Loop "Movimiento"
- (Player): Set X position to X("Player")-2
- (Player): Set Speed X to 0
On Loop "Moviendo"
+ Speed X ("Player") < 0
+ NO (Player) is overlapping a backdrop
- (Player): Set Pos X to Pos X("Player") - 1
On Loop "Moviendo"
+ Speed X ("Player") < 0
+ (Player) is overlapping a backdrop
- Stop Loop "Movimiento"
- (Player): Set X position to X("Player")+2
- (Player): Set Speed X to 0
The problem I think it could be is that when the player is overlapping a backdrop by the right side, then stops, the player is still overlapping a backdrop, and then when trying to press left, the player won't move because it's overlapping the backdrop. But I don't know how to fix that. I'm out of ideas, please help.
Thank you so much.
PS. Is there a way to copy the code like "copy-paste" instead of write it all by looking at the Event List Editor window? He he he
EDIT: I've solved this, the solution I did was to put 2 vertical detectors, one in the right side and the other in the left side. So when any of them is overlapping a backdrop and the player press Right or Left, the player can move 1.5 pixels so he's not stucked at all =D
Quote from DynasoftThe only problem is with stopping movement on collision. If you are moving at over 1px/frame, you can end up stuck slightly in whatever you collide with. You can then use a fast loop to pull out of it if you need it perfect.
If you go faster than your size (e.g. bullets) then you can skip over other objects altogether, which forces you to use a fast loop for the movement to get a good result.
Hmm yes, there is problem with that :mad: I didn't noticed because I was making just a plane foreground. So now I have to change everything in fast loops... just when I was happy for making a lot of MegaMan X engine =/
Anybody can help me in converting a piece of code in fast loop? I can post the code if someone help me with that. Thank you so much
Almightyzentaco (Fusion 2.5 Tutorials)
Captain Quail (Firefly Tutorials)