Or just put a standard obstacle backdrop at the edge of the frame instead <img src="/center/images/graemlins/tongue.gif" alt="" />
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Or just put a standard obstacle backdrop at the edge of the frame instead <img src="/center/images/graemlins/tongue.gif" alt="" />
Or just put a standard obstacle backdrop at the edge of the frame instead <img src="/center/images/graemlins/tongue.gif" alt="" />
haha I teach this program to kids 10-15 years old. They do plenty of platform games =D
Thanks for the heads up on the active backdrop thing. We have done that before but I was hopping for a way that seems somewhat legit =D
haha I teach this program to kids 10-15 years old. They do plenty of platform games =D
Thanks for the heads up on the active backdrop thing. We have done that before but I was hopping for a way that seems somewhat legit =D
I don't think it's the same movement... I noticed a few changes. For example, try jumping towards a ladder. In MMF2, your character grabs the ladder, which is kind of cool. In MMF1, you could stand at the base of a ladder and hold jump+up, which would rocket your character up in a rather ludicrous way.... now it does the more common-sense thing, which is to jump, then grab the ladder. There are still some of the old bugs, like shooting up the side of the screen, although that is easily fixed.
Many platform movement bugs, such as the ceiling stick bug, can be fixed using an invisible active object as the collision detector/platform movement object with a visible avatar (always set position/direction/animation to the same). Make the invisible object be a solid rectangle, to simplify collisions.
Don't turn off fine detection though, because then it disables fine detection on any colliding object... for example, if your character runs up a diagonal hill. Even if the hill has collision with box off, fine detection isn't used unless the character has fine detection on, as well.
I'm going to plug the suggestion of computer-controlled platform movement again.... it's currently not easy to simulate by forcing direction/speed, but it can't be that hard to program into the movement. Just add actions that "Force Movement > Jump / Right / Left / Up / Down". Most of the code is already there, but it's triggered by keys/joystick and can't be forced programatically.
I don't think it's the same movement... I noticed a few changes. For example, try jumping towards a ladder. In MMF2, your character grabs the ladder, which is kind of cool. In MMF1, you could stand at the base of a ladder and hold jump+up, which would rocket your character up in a rather ludicrous way.... now it does the more common-sense thing, which is to jump, then grab the ladder. There are still some of the old bugs, like shooting up the side of the screen, although that is easily fixed.
Many platform movement bugs, such as the ceiling stick bug, can be fixed using an invisible active object as the collision detector/platform movement object with a visible avatar (always set position/direction/animation to the same). Make the invisible object be a solid rectangle, to simplify collisions.
Don't turn off fine detection though, because then it disables fine detection on any colliding object... for example, if your character runs up a diagonal hill. Even if the hill has collision with box off, fine detection isn't used unless the character has fine detection on, as well.
I'm going to plug the suggestion of computer-controlled platform movement again.... it's currently not easy to simulate by forcing direction/speed, but it can't be that hard to program into the movement. Just add actions that "Force Movement > Jump / Right / Left / Up / Down". Most of the code is already there, but it's triggered by keys/joystick and can't be forced programatically.