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Thread: Help With MMF2

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    Help With MMF2

    Ok, hello, I am currently making a game with mmf2, and I fail at it sorta... But I have a few questions if anyone wouldn't mind helping, cause I want to actually add onto my game...

    1. Double Jump: I've added double jump to my game, but the first jump is too big and the second is too small, like no difference really, and I can keep pressing the jump button to add a bunch of nonexistant hops that slow down falling speed. I need a way to make the double jump more even and have it able to activate for the second jump if the character fell off a platform. Think of the double jump from I Wanna Be The Guy if anyone has played that game.

    2. Boss health. I've added one boss to my game so far, but I need a way for it to lose health when it gets hit, right now when its shot, the bullets pass through and nothing happens, and I'll shoot it the amount of times that it takes, but nothing happens.

    3. Connecting frames together. I'm sure this is really easy and simple but I don't know how to do it, help here would be great cause my game so far consists of a good amount of frames.

    4. Save points or possible restart, such as when you die you press a key and you start back at like the last save point or at the beginning of the frame.

    5. Setting a movement path to go off when an object reaches a certain point. Again, think of I Wanna Be The Guy and how the spikes shoot up when you reach a certain point or something like that.

    6. Dialogue, this is minor, but to my game I'm planning on adding small cutscene like things, so adding dialogue for before a boss fight starts and how to play that out would be great.

    That's all I can think of what I need right now, and any help anyone could give me would be amazing and I would be really thankful. Thank you all in advance.

  2. #2
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    Re: Help With MMF2

    Welcome to the forum, Smedwicks!


    1. Double jump

    Search the forum for this one, I can't remember the best way to do it.

    2. Boss health

    In the frame editor, click on the boss and edit its alterable values. Rename alterable value A to Health. Set the value to 10.
    In the event editor, make an event that tests if the bullet collides with Boss. Destroy the bullet and substract 1 from alterable value Health.

    Make another event that tests if alterable value Health of Boss is equal or less than 0. Destroy Boss.

    3. Connecting frames together

    From the storyboard controls in the eventeditor there are actions to go to next and previous frame, jump to frame etc.. connect your frames by adding these actions where they are needed.

    4. Save points or possible restart

    In the frame editor create a new active object. Make it invisible from start (in the properties window). Rename it to Restart_Location. Duplicate it and place it in your level all the places you want the player to restart. Place one of the restart locations on the player character where he begins.
    Make a counter and rename it to Current_Restart_Location.
    Make a string, format it the way you like and place it somewhere in the upper left corner of the frame. Set the text to "Press Spacebar". Make it invisible from start.

    In the event editor, make an action that tests if the player character overlaps Restart_Location. Set the counter to Restart_Location's fixed value.

    On the events thats tells the player to die, make the string to reappear.

    Make an event that tests if the player presses Spacebar. In the same event, test if Restart_Locations's fixed value equals Current_Restart_Locations's current value. Set the player character's position on Restart_Location.

    5. Trigger spikes

    There multiple ways to do this. I would use the Clickteam's Movement Controller to test the distance between the player and the spikes. If the distance is less a certain value, start the movement.

    6. Dialogue

    This is quite basic. I would do it in another frame. The text should be one single string object. You can edit its paragraphs to enter more text. Then in the event editor simply tell it to go to the next paragraph when you press a key, or when the timer equals a certain time, etc. Again, search the forum for this topic.


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    Re: Help With MMF2

    Wow man, thanks for the help, you rule and deserve a cookie.

    1. Thanks, I've tried to search for it but haven't been able to find much of anything, hopefully I can search more around the web and clickteam.com and maybe find something.

    2. Wow, the sad thing is is that this is pretty obvious, but I never figured it out, you rule for helping me with this.

    3. Ok, I'll look at this, shouldn't be too hard to do that.

    4. This is helpful... but confusing... any way you could maybe break it down a bit more so its not as confusing? Other than that it seems solid.

    5. That will probably work, but what I was trying was I put when object's position is (x,y) then it would shoot up but on the path it would shoot up immediately when I started the frame, so hopefully this should work.

    6. Thanks, I'll try that out next time I start mmf2 up as well.

    All in all, thanks man, you rule.

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    Re: Help With MMF2

    Ok, I tried stuff out, and here are the results:

    1. Still have double jump, its still crappish, I'll work on this later.

    2. It works! My first boss is totally killable! But he's more of a luck boss and I need to make him harder, but other than that its ok.

    3. Need to try this, but I'm sure it'll end up working. Seems that it'll work.

    4. Again, this is really confusing... anyway you can say it to make it less confusing would really help.

    5. I tried this, but it didn't really work, the object just went straight on the path immediately, so if you could break it down more or something that would be cool. And where do I find out the distance? Is the movement controller part of mmf2?

    6. I haven't tried this yet either and I'll probably search. But what do you mean single string object? And how could I have it so it would be a box on the top of the frame when it starts and that there would be the name of the person talking and like their face or something? Again, I can always search for this.

    Thanks again, I'll keep working on it.

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    Re: Help With MMF2

    1. For Double Jump see http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Board=2&Number=23880
    .:::.Joshtek.:::.

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    Re: Help With MMF2

    For double jump only 1 event? Seems like it won't work...

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    Re: Help With MMF2

    4.

    Ok, make a new blank application so you can practice

    In the frame editor create an active object and duplicate it a couple of times so that you have like 5 instances of it. Rename the object to Restart_Location. Spread them around the play area.

    Now create a new active object and name it Player. Give it 8 directional movement. Place it on one of the restart locations.

    There are houndreds of methods you can use from here. I told you one before, but lets take another one which probably is easier to understand.

    In the event editor, create a new condition:

    * Player collides with Restart_Location

    Then give it this action:

    - Player: Set alterable value A to Xposition of Restart_Location
    - Player: Set alterable value B to Yposition of Restart_Location

    Now the restart location will be saved within the object itself, so when it needs to restart, you simply put it on the position you stored.

    * Upon pressing Enter
    - Player: Set Xposition to Alterable value A of Player
    - Player: Set Yposition to Alterable value B of Player


    Run the application. Whenever you hit a Restart_Locaction its position will be stored in the Player's alterable values. Press Enter to simulate that you die, and see that it restarts from the last Restart_Location it touched.


    The other way I explained in the first post is similar, only that it stores the id of the Restart_Location instead of its position. Then it tests which Restart_Location has its id stored in the counter. A different method, same result.

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    Re: Help With MMF2

    Quote Originally Posted by Smedwicks
    For double jump only 1 event? Seems like it won't work...
    Try it ^_^. You should set it to the playing pressing the jump button tho (not necessarily Ctrl). And if you want to prevent triple jumping you should add additional code.
    .:::.Joshtek.:::.

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    Re: Help With MMF2

    Based on what I think you're going for you can compare the x value of the "player" and x of the spike. However, another alternative should be pretty simple. Going into the spike's animation editor make the size of the frames larger, do not make the spikes larger yet. With the empty transparent space you can make it test for a collision. Now you need to change the property of the spike to check for box collision, this will allow the collision testing to find the transparent space. Hope this helps.

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    Re: Help With MMF2

    Wow! It works, I can't believe I never thought of it before, and its like a perfect double jump, but how do I limit it to only one jump? The explanation in that other thread was a bit confusing.

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