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Thread: customising Dave's tutorial (Platformer)

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    customising Dave's tutorial (Platformer)

    Hi guys i wonder if anyone can help me out with this (rick dangerous) style platformer im trying to make?

    all is going well so far but i have a couple things i need some help with, I have attached a file in the file section called FILE FOR DAVE and basically would be so grateful if somebody could add in the correct codes to it to achieve the following things

    1) when performing the double jump, display the "double jump" animation on the second jump (until the player hits the floor again)

    2) make it so that the guy can climb the ladder like most platformers as well as display the "climbing" animation....if possible still allow the player to JUMP off the ladder

    thanks for any help!

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    Re: customising Dave's tutorial (Platformer)

    Yea, I also noticed that DaveN's cusotm platform movement is lacking a ladder code movement. Thought I had mentioned it to him in one of the other posts he made around here, but he either didn't see it, or didn't bother to make them yet.

    I think I have a ladder code/script somewhere, although it's from one of my current W.I.P. megaman engines. Probably not the best one, but it works, nontheless.

    On the other hand, I think there is a custom platform example under the neatwares extension list (see right side), it comes with a platform extension, and even has a a simple stage demo complete with ladders. That is, if DaveN's custom platformer code does not help you.

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    Re: customising Dave's tutorial (Platformer)

    Sorry it took such an immense amount of time to get back to you about this - I had a look at your modified level and came up with this:

    To add a double jump animation, first change the double jump event in the vertical movement group to set JumpCount to 2 instead of back to 0. This gives us an indication that the player has double-jumped. You need to then split the event that sets the Jumping animation into two events, one for when the JumpCount is 1 and one for when it's 2...

    X Detector is overlapping a backdrop
    X Detector is overlapping Group.0
    + JumpCount = 1
    -> Set animation to Jumping

    X Detector is overlapping a backdrop
    X Detector is overlapping Group.0
    + JumpCount = 1
    -> Set animation to Double Jump

    Ladders are more complex to add - however, I can give you some pointers to get you started. Moving on a ladder requires a different style of movement from the normal vertical movement due to gravity - so different, actually, that it might be worth it to turn off the Vertical Movement group entirely (use the Special object -> Deactivate Group) when the player clings on to a ladder. This event could be triggered by something like the player pressing Up while the collider is over a ladder.

    When on a ladder, left and right movement should have no effect either (or should instantly return the player to normal movement). If the player holds Up or Down, the climbing animation should play, and the player should move a few pixels per frame (same technique as for the "gravity" loop in the normal movement). If he's still, the climbing animation should stop.

    DavidN! DavidN!

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    Re: customising Dave's tutorial (Platformer)

    Hi Dave!! thanks for this i will try it out straight away! really apreciate it!

    Dean

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    Re: customising Dave's tutorial (Platformer)

    I was wondering if anyone else has been playing around with the 'Ladder' idea so I thought I would post some progress moving on from David's tutorial and with the advice I've read above (I'm actually trying to do 'stairs' at the moment so obviously it's pretty much the same thing). It's not working 100% perfectly yet but it's very close.

    Firstly I've created a STAIR CLIMBING group as Dave's done with the 'GRAVITY' and 'HORIZONTAL' groups in the tutorial

    I also have a 'stair detector' in my frame (an 'invisible at start' block that covers the stairs)

    As Dave says above, yes, first and foremost thing is to deactivate his GRAVITY group...

    - if PLAYER DETECTOR is overlapping STAIR DETECTOR
    deactivate group 'GRAVITY'

    but from here on I've lifted pretty much exactly the same kind of movement and events straight from the HORIZONTAL group and swapped it to the verticals.

    So from the "HORIZONTAL" group make a group called "STAIR CLIMBING" (or whatever) ...
    -instead of the "horiz" fastloop create a "stairs" fastloop and replace any mention of "horiz" with "stairs" (e.g. -start loop "horiz" with - start loop "stairs").
    -for the PLAYER block that has an alterable value called "Horiz" make an alterable value called "STAIRVALUE" and any mention of alterable value "Horiz" edit it so it does whatever it does to alterable value "STAIRVALUE".
    - and obviously the most crucial thing within the new fastloop "stairs" is changing all events that effected the X position to effect the Y position instead

    Animation wise it's similar i.e. copying what Dave did in his tutorial with the horizontal movement but creating another variable for the animateable character that is similar to the 'moving' variable but call it soemthing like 'moving UPorDOWN' then copy what's been done in the animation bit changing any 'direction' things from left/right to up/down.


    As I say it's kind of working although it's a bit scrappy. The biggest problem I have with this is when my character is at the top of the stairs there isn't a clean distinction of reaching that point and he can 'bob' up and down which also makes'walking' off the stairs at the top bit evry messy and fiddly at times. In the same way sometimes there isn't a clean distinction when at the bottom of the stairs and pressing 'up'

    Ho hum.

    Anyhow thought I would post this progress if someone was searching for similar....

    Any thoughts would be apprecitaed!! Might even strip my project down and upload it onto the archives?


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    Re: customising Dave's tutorial (Platformer)

    Ever though about giving a example .mfa? :P

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