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Thread: Springy Springs? Like in SMB1?

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    Springy Springs? Like in SMB1?

    I've searched the forums and tried to flip through some tutorials, but the ones included with my build don't seem to cover something like that.

    Compounding the problem is the web filter at the school I'm at. It's blocking a lot of tutorials that might help me out (anything with .ZIP or .EXE, and also the word 'banjo' >.>)

    My camper (I'm teaching the software for a camp) wants to have a spring the player uses to get over a pit of spikes. I'm not entirely sure how to tackle it, but i've tried a couple of things so far:

    1) Make the player 'bounce' when it collides with the spring...this...just didn't seem to do anything.

    2) When the player collides with the spring, set its speed to 100 and its direction to 'north'. This lets him 'bounce' but not very high at all. (About the same as a regular jump)

    3)When the player collides with spring, start a 'path' movement that is set to move the player upward. Even if I get the speed right, the problem is that the player can't move side-to-side during the path movement, and on your downward descent you don't have enough time to get to where you need to be.


    ===========================



    The best thing I can think of, without needing, like, a 15-line loop or something crazy (that will probably confuse a poor 8-year-old) is to have the path shoot the guy way off the screen, so that there's plenty of time to move side-to-side...but the path only lets you move so fast (it looks kinda lame that way), or to simply 'teleport' the player to an obscene height and let gravity do the work (which means the player simply 'disappears' without the illusion of springing off the springboard).


    Anyone have a better solution that a littlun could understand, too?

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    Re: Springy Springs? Like in SMB1?

    You could use the path movememnt idea, but with a slight twist, have and invisible object somhwere off screen, and when the player isn't in spring mode, set it's Y position to the Y position of the game character, then when the character uses a spring, make the invisible object go to path movmemnt, and set the character's Y position to the Y poition of the invisible object, then when the player lands, have it go back to normal. You can increase the player's speed while they are jumping to allow for some more flexability during the jump. I hope this makes sense!
    Working as fast as I can on Fusion 3

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    Re: Springy Springs? Like in SMB1?

    That....makes sense, I think. I had to read it a couple of times...

    Actually, that's pretty clever! Since he's on this invisible 'platform', the player can move side-to-side. Since the platform is moving up, the player is too!

    Nifty. Thanks! I'll give it a shot.

  4. #4
    mojofltr
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    Re: Springy Springs? Like in SMB1?

    I'm not sure if you can download .mfa files, but I've put together a simple-ish tutorial (using the Platform Movement Object) for you here:

    http://www.mediafire.com/download.php?4nigx5iglk2

    If you are unable to download .mfa files, then I've taken a screen grab of the event list (with comments) for you to see here:



    I hope it helps.

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