This is the bare bones beginning of a remake of a platform engine that I posted a few years ago. Its purpose is to act mostly as a guide to how to solve basic platform movement, including moving...
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This is the bare bones beginning of a remake of a platform engine that I posted a few years ago. Its purpose is to act mostly as a guide to how to solve basic platform movement, including moving...
I am wondering if there are any disadvantages to using a lot of event groups. For example, I got a fast loop called "Place detectors", which triggers five different events. I wonder if it is a good...
That would be practical. For now, it's certainly possible to save the dungeon layout to a file (that is the main point of the generator), but I guess you are looking after something like the seed in...
Thanks for the quick reply! I really like Box2D, but I find it quite educational to develop own tools as much as I can. Also, the platform game I am working on will be quite simple, so the physics of...
Hi!
I have a question about platform collision detection performance. Normally I just place backdrop objects as obstacles, which I use for collision detection (I use several detectors attached to...
Thanks! Just tell me if you have any questions :)
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I just finished a random dungeon generator. It produces an array containing the X and Y coordinates, the tile type (path, wall, start or end) and tile graphic information of the dungeon.
...
I created a tutorial for creating a random path between two points, that could perhaps prove useful for creating random dungeons and such. The tutorial can be found here: http://www.declared.se/?p=60...
Some new content added. Today I created the first part of a two part tutorial, that will cover how to create random paths between two points on a two dimensional grid. This solution can be used for...
Sorry for not updating a lot right now. I have had quite a lot of work and little time to do fun stuff :( Today I finished some concept art from a game I am working on, though, so I posted in on the...
I added a new example, based on fabers idea about using trigonometry. It's a simple asteroid shooting game foundation, that uses the ATan function to rotate a cannon depending on the position of the...
Some really nice ideas there! I'd be especially interested in trying to replicate older games (mainly platform ones, since it's my favourite console genre). Thank you!
Thanks! I agree that it might be hard to update at such a rate, but I feel that especially in the beginning it's important to add content to a point where people actually find the site worth visiting...
Hi!
I have been writing a few examples and answered (and asked!) questions related to MMF in these forums. A few days ago I decided to create a non profit website dedicated to gathering these...
I am curious, do you get those kinds of drops in other mmf2 games as well? I am wondering what might cause the drops. When standing still, there is very little happening fastloop wise. Do you have...
It's a possible solution. The risk with it is that the character might latch onto edges when you don't want it to happen, meaning you lose tempo or even "die" (or whatever happens when you get hit by...
Thank you for pointing it out! Since posting the link, I have fixed that part, and I have also added wall sliding (with animation) and wall jumping. I also adjusted the jump height to make sure you...
No problem :)
Just out of interest. Do you have any kind of FPS drops when running this, compared to that other demo I posted?
Both ProdigyX and Danny gave good advice. I would like to add that the better you are at math (especially trigonometry), the easier you will find it to tackle game related problems in ANY programming...
I created a thread where I link my platform engine, if anyone is interested :)
http://community.clickteam.com/threads/82063-Styrbjorn-s-platform-engine?p=602196#post602196
I've been working the last week on a new engine for a platform game I am making, and I figured I could share the engine with anyone that's interested.
The engine features custom fastloop...
You can tick the "Use Encryption" box of the object. When the box is ticked, you can set a password for the object in the event editor.
Sorry! I realized I managed to import the png version. Importing as BMP indeed does work. Thanks a lot for this - it will make importing so much smoother :)
I tried the methos AyreGuitar suggested, and sadly it didn't work. I imported the animation sequence from BMP files, but still had to set the transparency color on each frame individually. I would...
I think a workaround for this is storing the movie in an encrypted archive with the Archive object (http://community.clickteam.com/threads/59799-Archive-Object) . If you do it this way, you can quick...
It seems that we are discussing roughly the same thing in two threads. On page two of my thread about moving platforms...
The reason I do this is that I want to make sure that the player's speed is always a whole number. If the player's speed is a float number, and float numbers are added and reduced from it (rather...
Yes, I will likely release a stripped down version of the engine I am making my current game in.
I am seriously considering ditching the collision by pixel solution altogether, and try to define the backgrounds mathematically instead. This way, all collisions would be done by comparing...
This sounds promising, as it means I can probably reduce the amount of collision checks by a tremendous amounts. I am rewriting the engine right now, so I will definitely keep this is mind when...
That's good to know. I only store background graphics and collision masks externally, so that means I can probably start saving animations as BMP.
Thanks for the help!
Thanks for the answer! I do save my images as png, but they do not have an alpha channel (unless png:s have an alpha channel no matter what). The images use magenta as transparent color, and there...
I believe I know what might be the issue, but I have not tested it yet (I am at work).
All movement is made using fastloops. Movement is not made directly by pixel, but rather on a grid that is...
Something that has been bugging me for a long time is that I have found no way to change the default transparent option for frames in the frame editor for active objects. I (pretty much) never use...
I tried the engine on that same Mac Mini, but in MacOS, and can indeed verify that the frame rate is less than desirable (even less in MacOS, actually, but I guess that's to be expected). It could...
Just a question regarding the binary data solution. If the data added this way is stored inside the exe - will all images load as the exe is run or will they only load when actively called upon from...
Thanks Gustav!
I created a separate application for loading files into a graphics archive. Then, during run time, I can quick extract images on the fly and paste them as obstacles or use them as...
A small update. I found out that the Active picture object can be used to load external pictures, and it works pretty much the way I want to. There is no lag when loading a new room from it, but at...
This topic is somewhat related to my questions about hadling collision masks.
What I want to achieve is this:
1. Storing files in some sort of archive, that cannot be opened (at least not...
You raise valid points. I made a check for the collision mask, though, and surprisingly enough, a 1920x1080 png that was two colors only ended up being a bit less than 15 kB in size, so unless MMF2...
Thanks for the answers!
In the solution I am testing right now I save every "room" in a different animation frame of an active object called "Collision masks". When the game begins, I create the...
I also wonder if it's best to use one, screen sized image that is using one color only (+ transparency color) to use as a collision mask, or if it's better to fill the entire screen with 16x16 tiles...
I am doing a SNES style platformer, and right now I use tile based graphics. Each tile is a 16x16 pixel png that uses a transparent color (no alpha channel). This works quite well, but I would like...
No problem - just happy to help!
Thanks! That did work, and it actually makes sense that it works, although it's not very intuitive. The problem seems to be that MMF2 can't do things faster than 1/60:th of a second. Even though you...
Hi there. I found out what the problem is. When wall jumping, you set the x movement speed (horizontal) to either 7 or -7. The event that causes the speed to decrease does so by moving the speed...
In the game I am working on, I want to keep track of how long the player has been playing. I want the time taking to be more accurate than whole seconds, so I need to make use of the 1/100 part of...
Thank you. It's probably a project that I will go all the way with (which is very rare for me >.<). I wonder, if I want to get feedback from this community during development, where is a good place...
Thanks, I started making them, but figured they would not suit the game play of this particular game. I am very close to starting to create actual content now (I cheated and drew a portrait for the...
Since the problem described is not an issue with the solution I used, the MFA will do no good to examine it. I was merely curious about if others have run into the same problems with moving platforms...
I am getting close to being finished with the platform engine for my new game. All it's lacking now (that I have planned to add so far) is swinging ropes.
However, getting those moving platforms...
Then it works kind of how I am used to. In that case you can probably set the Y velocity to a negative value as well, to make the knockback cause a small jump backwards.
Tower defense games normally have the option to set speed to x2, x3 and so forth of the normal speed. You could solve the speed timing by putting all game mechanics in one fast loop, which is run as...
I am not familiar with the plaform movement object, as I normally do my own engines, but the general concept would be that when the player character hits the wall, you reverse the movement direction...
I look forward to seeing it! As for how to add people as friends, I have no idea. I registered on these forums years ago, but I only just started being active this last week, since I decided to pick...
You could add a energy system, where you start with 100 energy, and each use of dash uses 30 energy (or whatever amount seems balanced). if you make energy regenerate by 10 per second, it means you...
Hehe, no need for that! I'm just happy to help.
You could set a cooldown for the dash, like I did in my example. Just make sure you use the "Upon pressing button" and not "While button is...
Do you mean a button other than the left or right movement keys? In that case all you have to do is removing events 18-28, and add an event "while 'button of your choice' is held down>set dash to 3"....
Sorry it took so long (I was at work and had to do some other stuff when I got home), but here is a Mega Man X style dashing example. Please feel free to ask if there is something you wonder about.
I'll make an example for you once I get home from work today.
I'd say MMF2 is a kind of programming. It's just very high level (simple to use). Pretty much every programming language have tools to make programming easier.
You have to ask yourself what kind...
I made a simple mobs with health bars example for you. It utilizes fast loops and ID:s to keep track of which health bar belongs to which mob. When a mob is killed, the health bar is destroyed with...
Thank you so much! This did exactly what I wanted, and that is a rare thing :)
Loved your game as well. Graphically it reminded me a bit about King's Quest before the remakes, and that's a good...
You choose to alter just the animation direction of the hero. In your always event you set your arrow to have the direction of the hero, which is not the same as the animation direction.
Your...
I created an example based on the file you attached, and made some more images for it.
The basic idea behind my solution is that you don't want to move objects by pixels primarily, but rather make...
I usually solve this problem by having an active object storing the states of all buttons pressed. Each variable is set to 1 if the button is pressed, and 0 if it is not. The code would be something...
I have spent this week working on a new platform engine from scratch (I attached an exe in a zip. Z to jump. Wall jump by holding Z and pressing the arrow keys. Up to grab ladders.), and I have run...
Normally you use a simple (invisible) box for any game mechanics, and place graphics on it once all movement is done.
To achieve what you want to do, I suggest doing something like this:
Use...
Thank you for the reply, and sorry for my late response!
The advice about groups was really good. I never really used them before, but they are very convenient. Right now I am working on a...
I am wondering about a performance issue when it comes to fast loops.
My idea is that I want to use fast loops as functions (and for other things as well).
Consider the following. I have a...
I am about to create a project that is graphically supposed to mimic the resolution of the SNES. There are a couple of ways to achieve this, and I am wondering what would be the best one performance...
I just want to say thank you for the good advice. I have installed and tested the SQlite 3 object, and it seems to work for what I want to do.
Thanks for the advice! I looked into the Find() function, and it can definitely be used in this case.
I am involved in a project where a lot of pictures (several thousands) will be scanned and placed in some kind of database, along with some tags describing who the photographer is, who the people on...
I'm creating a platform flash game, and I would like to add a map in the same style as those that can be found in for example Super metroid and the castlevania games for gameboy.
To make things...
I would love to see a fix for this, as my current project is entirely dependent on keystates being carried between frames. My platform game engine is fast loop based, but even when trying something...
I have sort of figured out how to use the foreach object now, and the results so far are very promising.
The test I did now consists of 100 cannons firing at about 70 enemies, and the program...
Thanks for the quick reply. It really seems I have to learn a bit more, and that the fault lies in my solution. I also just stumbled over the Foreach object, which seems to be very interesting and...
I have created a simple engine, hoping to be able to create a tower defense like game. However, I am running into performance issues, probably due to the amounts of loops I use.
When I have about...
Thank you! This solved the problem. I had to remove the distance formula and use the "distance between two points" of the clickteam movement controller as well, but now it seems to be working. Now to...
No, I tried it and unfortunately it didn't work :(
This has been brought up before. What confuses me is that despite the fact I am following a tutorial, things still do not work out the way I want them to.
What I want to achieve, is to loop...
I'm currently working on a project involving randomized mazes. The game has only one frame, and what happens so far is that a random maze, with one entrance and one exit, is generated. Once the maze...
I just solved the main problem. In the code I posted I ignored to include the fact that when the shuriken hits the mushroom, and when the mushrooms hp reaches 0, I start new loops that create...
I am making a platform game where at certain times the player will be faced with multiple opponents (mushrooms in the case) of the same kind. Each opponent has a hp value, and the idea is of course...
I'm also planning to do a tower defense kind of game, but I want my turrets to behave differently. I always want them to shoot the enemy that has traveled furthest towards the end. I figured I could...
I kinda like simplicity - especially when you are developing for a PC audience, of which the majority won't run off to buy a gamepad to manage a lot of complex moves. If you look at the game "I wanna...
I'll jump in and reply here as well. The problem with the kind of platforms you are describing, especially if you want the player to be standing on them properly, is that you have to know how they...
I need some help with a problem I got. In my current project, a platform game, I want to have different types of moving platforms. I am partly using the fastloop based engine featured in the tutorial...
I am building a platform game in which the player will be able to choose between three save files. The save file name is either "save1", "save2" or "save3", and is stored in a global array as a...
Thanks a bunch - this solved my problem perfectly. I was trying to use floats, but didn't know the syntax (so I tried things like float(mana("player)), which obviously didn't work at all :P). Now the...
Hi - this is my first post on these forums. I am currently working on a sort of RPG/platform hybrid game, in which the main character is supposed to have mana to spend on spells. I want to display a...