Re: How to make a "slow motion" effect on the game?
Hahahaha, it is not? hum... I tought that (in portugueze to english):
mover = move (
movimento = moviment (or is movement?)
movimentação = movimentation (hahaha)
but probably the right is:
movimentação = movement
so this word don't exist...
anyway, did you read (or allready knew) the tutorial LB?
cause, using the PMO I would have to have acess to his "Position + Inertia" to make the "Position + Inertia * Time Ratio" thing. so, following the tutorial, how I can do this kind of thing using the PMO?
If it is not to much to ask, could you take a look on the downloadable exmaple on the tutorial and modify the control of the turtle to the PMO while maintaining the slow motion effect?
Or giveme some explanation on how to do that. I presume I would have to use expressions like this (for example):
"Y Speed( "GERONIMO BOUNDING BOX" )+(Gravity Strength( "Movement Settings" )/(Base Rate( "Movement Settings" )+0.0))*Time Ratio( "Time Vars" )"
But I din't found tutoriais showing how to type/use this kind of "expressions" on mmf
Re: How to make a "slow motion" effect on the game?
Using this button from the expression editor...
http://klikfusion.com/snapshotpro/Re...pressions).png Retrieve Data from an Object
... you can get expressions like that from objects.
I will look at the tutorial and try to figure out what the intertia thing is..
EDIT: It tells you what to set the inertia to, and these are things you can get from the PMO or other. ;)
Re: How to make a "slow motion" effect on the game?
LB, I am in a impasse. I tried here but I don't know how to start. Could you please take a look on the "example_-_bullet_time" (that can be downloaded on the tutorial page) and tellme how I can start to change the turtle movement to the PMO? (or, if it's not to much work, change and send me a link to I analize)
For example, the guy on the example file tells:
"We're maintaining a separate record of the player's X and Y positions, because the ones given us in MMF don't accept float values (decimal points).
Using this, we can set the object to move at speeds of 0.001px per frame.
However, this requires that at the start, we tell the Alterable Values where the player currently is."
and in sequence he set some X and Y positions, but the PMO use this kind of values? and he says he is using because mmf don't accept float values, so how could I fix that using the PMO?
Re: How to make a "slow motion" effect on the game?
The X and Y values are simple the X and Y of the active at start of frame.. And I would try to convert it but it is waay easier to just start from scratch using the PMO than to try and change it.
Re: How to make a "slow motion" effect on the game?
Ok, I will try to start from scratch then.
But in case I couldn't get it to work, when you have some time (don't need to be today) see if you can get just a quick example for me to begin to work on.
(hum... but, if it is to much boring/work for you to do this then don't, I will analize/test this more and let to ask later (when the doubts began to be more precise, haha))
Re: How to make a "slow motion" effect on the game?
Well, I did this, I took my project, where I did the moves of the hero (walk, jump, crouch, run, attck, etc) and put in there a copy of the object named "time vars" of the example.
Then I put the same controls that activate the slowmotion (hold control)
Now is the thing: I made that :
(condition) always = (setting X velocity of PMO) "GetXVelocity( "Platform Movement object" )*Time Ratio( "Time Vars" )"
After that I changed the walking animation like the example shows and coll, it worked correctly.
But the thing is that, while reading the tutorial and testing, I can't make the slow motion work correct while the char is on the air (jumping or falling).
If I set:
(condition) always = (setting Y velocity of PMO) "GetYVelocity( "Platform Movement object" )*Time Ratio( "Time Vars" )"
The gravity don't let the hero jump while the slow motion is activated.
So, like is explained on the tutorial, I have to fix the gravity (when the slowmotion is activated the gravity is not affected, so the hero is pulled to the ground to fast)
I tried:
(condition) always = (setting gravity of PMO) "GetGravity( "Platform Movement object" )*Time Ratio( "Time Vars" )"
but then the gravity stop working and the hero stop in mid air or jumps up non stop.
Re: How to make a "slow motion" effect on the game?
If enyone else think that can help-me on this, here is the procedure to download and test this:
Download this example:
http://mfa.aquadasoft.com/view/1276997528-PMO_example_v3
What matter is that on this example the player object is using the PMO (platform moviment object)
Now download the example on the end of this tutorial:
http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=98255#Post98255
Open the 2 on mmf, and copy the object "time vars" from the slowmotion example and paste it on the PMO frame.
Then read the post before this one where I said what I did and what is my problem.
Re: How to make a "slow motion" effect on the game?
Sorry to bother again (I know, I may be looking like a boring guy right now), but could someone here helpme with this? is just this thing that I have to solve to be able to add the slowmotion effect with the PMO, this gravity thing.
I tried different formulas today and with some I "almost" did, but there was always some problem... so I din't find the solution.
Re: How to make a "slow motion" effect on the game?
I think the issue is that the PMO does things with internal vars (integers) and the actual position of the player (integers) so giving it floats for precision doesn't help. :( Try with different numbers to see if the calculations making whole numbers instead of floats helps?
Re: How to make a "slow motion" effect on the game?
I tough that maybe the gravity din't accept float numbers, so I made a variable be always the same of gravity, and in sequence I made the gravity be always this variable. wich seens redundant, but then I used the variable on the formula (instead of the gravity), and the results where the same.
So I presume that the gravity value of PMO accept float numbers (or I messed up on this idea and it not accept, haha)
But probably it accept float numbers, since the "PMO X velocity*time ratio (0.1)" has worked right. (the X speed of the hero is multiplied by 0.1 and becomes 1/10 of his normal walking speed, for example)
Since I am a beguiner, and since I am not being able to solve this gravity thing (but I will keep trying later, when I get back home), that's why I was asking for someone here that is experienced to download the example and solve this (If, of course, are able to discover what the formula must be, or what workaround I should use)