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Thread: Moving Platforms

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    Re: Moving Platforms

    Ok. I guess I will just have to study this for a bit.

  2. #12
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    Re: Moving Platforms

    To keep things simple, I also recommend using behaviors for your custom movement objects. This way you don't have to go about changing everything in your code for every frame, and you don't have a billion lines of events in your level frames just for movement behaviors.. you just update your movements in the behavior events for the enemy active. If you aren't sure what behaviors are or how to use them, I'm sure there are examples on this site.

    If you're using different movements for different enemies, put those movements in behaviors for the enemy actives. For multiple movements, trigger and deactivate the custom movements based on changes in alt values, global values, or flags.

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    Re: Moving Platforms

    Behaviors... I've had MMF 2 for a while and never knew what behaviors were, but I think I am starting to understand what they might be. Perhaps a tutorial or explanation of behaviors would benefit me. Could anyone provide one for me?

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    Re: Moving Platforms

    If you want to mess with the PMO style, I have some example files on that on my website, commented and everything

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    Re: Moving Platforms

    Excellent. Thanks for the help.

  6. #16
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    Re: Moving Platforms

    Quote Originally Posted by KingToast
    Well, I would like them to be able to do certain things. However, they are really just going to walk balk and forth. I am having some problems. To keep them from just walking off of ledges, I put in invisible active objects that make them turn around (direction + 16), but for some enemies, the walking animation overlaps the detector as they turn around, causing them to REturn around. Then they get stuck. Hm.
    If you have a "go left" invisible object and a "go right" invisible object it will work better

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    Re: Moving Platforms

    Good point. Haha, I was hoping my 'turn around' thing would save time. Just took longer.

  8. #18
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    Re: Moving Platforms

    Hey, I was looking at some moving platforms too...

    I can't figure one thing out though
    ( http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=147643#Post1476 43 if you want to help)

    As for this, you can do it with the built in platform movement. Just use the moving platform as an active, player collides with platform -> stop. It works for me just fine

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    Re: Moving Platforms

    Well, maybe if it were a vertically moving platform.

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    Re: Moving Platforms

    No that should actually move the player with it. Wait I think I might have left something out. You might need set speed to 0 or activate group platform

    Group platform:
    Always
    -Set X position to alterable value that should be set to X of the player - x of the platform at the trigger or something...

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