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Thread: How to create platformer enemies?

  1. #11
    Clicker Fusion 2.5 DeveloperSWF Export Module
    N64Mario's Avatar
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    Yea the best way to understand what specific things do is to recreate the code yourself, and see why that works, or the reason it does not work as intended. Video game programming is basically a series of Trials and Errors in the process. :-/

  2. #12
    Clicker Fusion 2.5 (Steam)HTML5 Export Module (Steam)

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    Aha I've been trying all sorts of methods all day to be honest and I'm getting a variety of results. Each time though it leads to me having to make a choice of either an obstacle or a backdrop which is frustrating as the .mfa files I looked at had events that worked for both :/

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    Oops, ignore this comment. Mean't to edit the last one and it made a clone for some reason.

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    I managed to get enemies working that collide with backdrops and obstacles, and they currently use embedded collision detectors.

    This is, fine but I'm wondering if I should and how would I give these goombas a seperate object that will be used for collision detection.

    I know I'm going to need to spread a value for ID for both the goomba object and the detector object, but I'm not sure if this may desync the detectors from the goombas as I will be creating and destroying goombas during runtime.

    Is there any necessary steps I will need to take to ensure the detector always had the same ID value as the goombas it's creating for and is used for its collision?

    I wish to switch over to using seperate objects for enemy collision as I'm not a fan of using the 'FrameSave' value and constantly adding 1 to it to change which animation frame the enemy is playing.

  5. #15
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    mobichan's Avatar
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    You can simply use 1 detector active (instead of one per enemy). You just run a fastloop every time collision is needed and place the detector at the position of the enemies, one at a time. Then, within the fastloop, you check your overlap conditions. When the loop is done, reposition the detector outside the frame so it won’t interfere with anything.

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    Quote Originally Posted by mobichan View Post
    You can simply use 1 detector active (instead of one per enemy). You just run a fastloop every time collision is needed and place the detector at the position of the enemies, one at a time. Then, within the fastloop, you check your overlap conditions. When the loop is done, reposition the detector outside the frame so it won’t interfere with anything.
    I'll try that tonight. Thanks!

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