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Thread: Advanced moving platforms in platform game

  1. #1
    Clicker Fusion 2.5 DeveloperiOS Export ModuleSWF Export Module
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    Advanced moving platforms in platform game

    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 written by David N, and most things work with out flaws (double jumping, wall jumping and horizontal moving platforms). However, I've hit a wall when it comes to making working vertical moving platforms, let alone anything more advanced than that.

    David N has a video on youtube featuring his game, Crystal towers 2 (http://www.youtube.com/watch?v=6EiPK6feGqk&feature=channel), where he shows a wide range of moving platforms - everything from the horizontally moving platform to platforms that do swing motions or follow a sine wave. This implies that it can be done, so my question is just how?

    I own the developer version of MMF2, and I am willing to replace my engine if needed - the most time is spent on animation anyway.

    Thanks in advance for any answers.

    /Yima

    (I've written to David N and asked about this issue, but I thought I'd ask around here as well, in case I do not get any answer)

    Edit:

    The one specific question that I need the answer to the most, is how to properly alter the players Y axis movement to fit that of a vertically moving platform.

    I have the following (pseudo) code, monitoring the players Y movement:

    Always: Add 0.5 to characters Ymove

    Characters Ymove<>0: Start loop "Move Y" Abs(characters Ymove) times

    On loop "MoveY": Set Y position of character to (characters y position)+Abs(characters Ymove)/(characters Ymove).

    This is pretty much how David N:s tutorial describes it. Right now my vertically moving platform is moved this way:

    Always: set platforms y position to (platforms y position + platforms Ymove)

    The general idea here was to set the players Ymove to 0 and then add the platforms Ymove to the players as long as the detectors of both are overlapping.

    Two problems exist (that I can see). Firstly the fact that the platform and the player is moved separately means that the detectors can pass each other without any overlapping.

    Second problem is that even when the detectors properly overlap, the player only makes a short halt and then continues falling.

    I hope this short description can clarify more specifically what my problem is. Again, thanks for any help.

  2. #2
    Clicker Fusion 2.5

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    Have the same problem 8 years later! Anyone??

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