Hmm... I think my brother made a demo of a grappling hook using Phizix... I think it had a few flaws though... I'll poke him a bit and see what happens :)
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Hmm... I think my brother made a demo of a grappling hook using Phizix... I think it had a few flaws though... I'll poke him a bit and see what happens :)
ok man just dont forget and thanks alot :D
This is funny, I just got done with this same problem because I'm making a Metriod like game, and I have that graple beam working greatly (In TGF1), but there are cerntainly better ways to do it then what I have done. But it will take quite a wile to explain what I did, and I don't have the intenet at home so I can't up-load it. But I do like to see how others got something to work so I can improve what did... Now I'm just geting long winded.
: O ive been looking for a grapple beam extension. just anything liek a grapple beam. when u get the internet see if u can send it. please please please please please please it would mean alot. ALOT. this is exactly what i need. please help me out. sorry if i sound desperate
If you're not so good at the coding side, a grappling hook code may go over your head, so I can see why you'd like an extension.
The downside with extensions are that most of them simply do some maths and give you a value back. In other words, unless it was coded in a SUPER user-friendly way, there's a chance the extension would still require a good coding knowledge in order to bind it to the objects in your world.
Most likely, someone would just build an object to do the Trigonometry and Swing aspects for you.
Something that COULD be done, if any of the coders have the time and feel particularly charitable, is thus:
Idea for Platform Hookshot Object
Based loosely on the interface of Platform Movement Object.
You use a SET OBJECT action at start to set the User Object and the Grappler Object. So the object can find them and refer to them on its own.
You would also, at this point, determine the speed of the hookshot when it fires, and also the max length.
You then have a 'Shoot at angle' and 'Shoot at position' action, which will take parameters for the target angle or location/object, and the speed of shooting.
You then do a native MMF colision test for the grappler, to see if it hit a grapplable wall or target. If it did, you do an action 'Colisions > Hook can grab' and if it just hit any old object, 'Colisions > Hook can't grab'.
The object would know from its own variables when the hook has gone to its fullest distance. When this happens, the hook will stop, and perhaps withdraw to the player.
You could have an action for this 'Misses > Draw back to player' or 'Misses > Instant Stop'.
There would also be states, like in Platform Movement Object, where you could test a condition against 'Is Grapple Firing', 'Is Grapple Latched', 'Is User Swinging', etc.
Once the Grapple has latched, the object then takes control of the player/user. You can do stuff like this:
UP is Pressed
+ Grapple Is Latched
--- Move player 10px towards grapple
DOWN is Pressed
+ Grapple is Latched
--- Move player -10px towards grapple
That would allow the player to move up and down the grappler cable.
However, the object would also do a PMO-esque colision test with the user object, moving it one pixel left, right, up, down, etc in its own fastloop to test if the player's touching a wall, and where.
These would be handled with a 'Test Colision' triggered condition, and a 'Colisions > User overlaps obstacle' action. The object would compare any 'Overlap' actions it receives with the loopindex of the collision test loop, thereby telling it whether there's an obstacle on the left, right, bottom, top (e.g. loopindex 1 always tests the left, for instance, so an obstacle on loopindex 1 means there's an obstacle to the left).
If there's no obstacles, the user draws closer to the grapple, but he starts a 360 degree swing, losing about 1/3rd of his inertia each time.
Then a final 'User Lets Go' action would end the whole thing and allow MMF to control the user and grapple once more.
If anyone has about a month of spare time, LOL, that'd be useful ;)
wow. amazing. it really would
Alright HEREQuote:
Originally Posted by Taco
I hope it helps.
Burr its cold out.
well actually the games factory wont open so i need an mmf2 file.
but thanks anyway, if u could convert it that would be swell
You can open .gam-files in mmf2...
doesnt work on mine for some reason. it says "uwnoun format and it doesnt open