-
1 Attachment(s)
Sorry for the delay replying. I still can't open your file. I can download it but loading it into MMF2 it just says it's an unknown format and fails to open. Perhaps you're on a later version of MMF2? Mine is 2.0 (R2517.12).
Anyway in absence of seeing what you've done I managed to work something out.
Firstly, the enemies. I've set them to bouncing balls and have actives change their direction. I've got a platform and a fire sprite that travels around it changing direction, sticking to the platform. It looks great.
Secondly, I dropped the every timer and just had a 1 pixel wide active move left and right and when it hits a 1 pixel wide trigger active it fires. When I want to kill this I just destroy the actives = no more looping sound effect.
Thirdly, I've got a sort-of working room transition. It works beautifully when changing from one room to another horizontally but not for the vertical. I can explain better with the attached Tests.mfa.
The reason I designed the frame like this was so I could have a status panel below the game area. The image below shows an as yet unfinished room.
http://i33.photobucket.com/albums/d9...psrwkmqmc5.png
In the Tests.mfa I've got a simple four room set-up in a 1280x960 frame. Although the player can easily drop down from the upper rooms to the lower ones, he can't get back up again because he can't jump high enough. Rather than change the jump gravity, which I can't do as that would ruin the rest of the game, is to somehow have the player pushed upwards automatically by an active(?), and quite quickly too so there's no delay from one room to another. That is as close as I can get an upper and lower room to be because of the status bar. As you can see in the image above I have each room name displayed in the status bar with lives on the left and gems collected on the right.
How do I do this?
Attachment 16768
-
I'm using Clickteam Fusion 2.5 Dev, sorry I didn't realise you were using MMF2 - I should have examined the thread more closely. MMF2 can't open CTF2.5 yet I was able to open your file and add changes.I don't have MMF2 installed any more. I should have twigged earlier when you said you couldn't open my file from Dropbox. I'll examine your file and see if I can offer a suggestion.
-
Try this, it works:
Create an active at 303, 463 set it to invisible
Then set up a condition if player is overlapping active (only one action when event loops)
Set Player position to 306, 399
Center Display at 320, 244
It actually looks quite good, if I do say so my self - it wont make your player float yet I think you'll be please with the effect anyway. Let me know how it goes.
-
Hmm. I tried that and when the player tries to drop down the hole to the red room he just rapidly bounces up and down over the hole (because the new active is changing his position to 306, 399 in a loop).
I did this instead:
http://i33.photobucket.com/albums/d9...psleundlyo.png
I made the top and bottom walls 16 pixels high instead of 32. This then allows the player to seamlessly transition from the blue room to the red room and vice versa.
The only problem with this is that it doesn't leave any room for my status bar. Though I could probably squeeze the "Gems : 0" and life counter in I won't have any room for the room names.
I've also encountered a more pressing issue. when the player looses a life in the blue room for example, I've been using set player position to the same position as the start of the frame. But what if I'm entering the blue room from the orange room and killed? Obviously my respawn position needs to be in the blue room but at at the exit/entrance of the blue/orange room instead of the starting position of the frame.
Not respawning after losing a life in the right place would open the game up to exploits and probably break the game when respawned in the wrong place.
So I've been thinking of having a global value of C, for example, set to different numbers that then correspond to a set player position command.
For example. When the player hits the "Orange to Blue" active it sets the global value of C to 1. A condition says that when the global value of C = 1 and the player loses a life to set player position to 602x400 (right next to the exit/entrance).
So If the player has entered the blue room from the orange room and loses a life he respawns back where he came in. But if he entered the blue room from the red room and then loses a life (the global value is 2 say) he then respawns here.
Basically wherever the player enters a room and loses a life it's there that he needs to respawn.
Is this making any sense? because it kept me awake most of the night trying to solve all these problems.
-
I made a short video of what I've made so far. It's still very much at the Work In Progress stage.
https://youtu.be/pR5qDGhMqyk
-
1 Attachment(s)
tests 2 CTF2.5 version
Great work your game is coming along nicely:) Hmmm, it seems there is a bit of a difference between the behaviour of CTF2.5 and MMF2, here's my file for CTF2.5 users if there interested my solution, not sure why it wont work in MMF2?
Attachment 16773