Ok. I guess I will just have to study this for a bit.
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Ok. I guess I will just have to study this for a bit.
To keep things simple, I also recommend using behaviors for your custom movement objects. This way you don't have to go about changing everything in your code for every frame, and you don't have a billion lines of events in your level frames just for movement behaviors.. you just update your movements in the behavior events for the enemy active. If you aren't sure what behaviors are or how to use them, I'm sure there are examples on this site.
If you're using different movements for different enemies, put those movements in behaviors for the enemy actives. For multiple movements, trigger and deactivate the custom movements based on changes in alt values, global values, or flags.
Behaviors... I've had MMF 2 for a while and never knew what behaviors were, but I think I am starting to understand what they might be. Perhaps a tutorial or explanation of behaviors would benefit me. Could anyone provide one for me?
If you want to mess with the PMO style, I have some example files on that on my website, commented and everything :D
Excellent. Thanks for the help.
If you have a "go left" invisible object and a "go right" invisible object it will work better :)Quote:
Originally Posted by KingToast
Good point. Haha, I was hoping my 'turn around' thing would save time. Just took longer. :D
Hey, I was looking at some moving platforms too...
I can't figure one thing out though
( http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=147643#Post1476 43 if you want to help)
As for this, you can do it with the built in platform movement. Just use the moving platform as an active, player collides with platform -> stop. It works for me just fine :)
Well, maybe if it were a vertically moving platform.
No that should actually move the player with it. Wait I think I might have left something out. You might need set speed to 0 or activate group platform
Group platform:
Always
-Set X position to alterable value that should be set to X of the player - x of the platform at the trigger or something...