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Thread: Moving Platform glitch

  1. #1
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    Moving Platform glitch

    hi, I'v been working on my newest project and I've encountered a glitch that nearly kills the game and I need help. Why won't I stay on the moving platforms? I've tried everything. I made new objects, new applications and all that. Can anyone help?


    Thanks

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    Re: Moving Platform glitch

    I'm guessing it's simply not coded into it. Think of this from a coding perspective, what is actually keeping the player with the platforms? Nothing. You would have to implement that yourself, having conditions for if the player is on a platform, and make them stay relative to that platform.

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    Re: Moving Platform glitch

    Try making some invisible bars at the edge of the platform that more with it. Then make it so the player is stopped the by the bars. Then make it so it works when "Jumping" or "Falling" animation is playing.

    Either that or make a whole new active object that is computer controlled until the platform stops moving.

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    Re: Moving Platform glitch

    This problem is actually tackled rather easily (save you have a static engine and not any of the standard TGF engines):

    You can have an event that detects when your character's floor colliders are over the moving platform objects. Example:

    "(Player Floor Collider) is overlapping (Moving Platform)"

    You'd want to set a fastloop to make sure your character can statically stand on platforms ahead of time.

    Set the fastloop to activate when the floor collider is overlapping the moving platform, so that your character will not fall through it. (Or if you lack the fastloops, just set the character's movement to "Stop".)

    The moving platform should be moving by static movement, also. When it collides with a hidden collider on either side, it's movement should either stop or reverse (whichever you wanted it to do. If you wanted it to stop, be sure to put it on a timer so it'll never stop making its rounds.) Make the platform move by using pixel-by-pixel movement. The kind that say "Set X position to X("Moving Platform")+1" in the result. This is crucial for the final step.

    "(Player Floor Collider is overlapping (Moving Platform)"
    "(Moving Platform Movement Variable) = 1"
    -(this means the platform will move to the right 1 pixel every X amount of time (you'd set that how you see fit))

    "Set X position of (Character) to X("Character")+1"

    Basically, you'd make the character move statically at the same time you'd make the platform move statically.

    "Every 00"-06" (00"-06 is just an example)
    "(Moving Platform Movement Variable) = 1"

    "Set X position of (Moving Platform) to X("Moving Platform")+1"

    Let's say you want to make it move in the other direction, too.

    "Every 00"-06"
    "(Moving Platform Movement Variable) = -1"

    "Set X position of (Moving Platform) to X("Moving Platform")-1"

    This is basically the best way to do it. I spelled it all out for ya (prety much), so enjoy!

  5. #5
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
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    Re: Moving Platform glitch

    Moving platforms ARE handled by MMF. You should have build247. Just make an event "Collision with "moving platform object" / Stop and it will work!

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