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Thread: Best way to make this?

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    Best way to make this?

    Hello everyone,

    What is the best (and maybe easiest) way to make this kind of movement for my characters?

    Should I make a custom movement? (If yes, does anyone have a good tutorial for it? I can only make good custom movement for platform games)

    Or should I use the built in movement? (If yes, how should I make the jumping?)

    One important thing to know is that you can't control yourself in mid-air while jumping. The direction of your jump depends on what directional button were you holding before jumping.

    Also, I want to remake that game I linked above, but with more teams and stuff.

    Thanks in advance.

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    Re: Best way to make this?

    Hmm try the adv platform 2 objec. If it's a platformer. I'm on an iPod do I can't see it. What kind if movement is it? Like what kind if game. Top down rpg style? First person? Platform? Iso grid? Hex grid? Or full movement?
    The hardest are first person and grid movement. I've heard there are lots of glitches with the mmf2 platform system so I would use an extension. I've had glitches and had to use an extension. And it can also save lots of coding by including platform functions.

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    Re: Best way to make this?

    Well, thanks for the reply.

    This isn't a platformer, this is a movement like the ones in games like:

    - Double Dragon Series
    - River City Ransom (Or other Kunio Kun Games)
    - Battletoads
    ...etc.

    Basically, you can move in 8 directions. My main problem is the jumping. How should I make it?

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    Re: Best way to make this?

    I think you are going to need to code this with a custom engine. It probably won't be too hard. Look around for beatemup engine examples, since that is the basic movement type of the Nekketsu series. You are going to need to store your y-axis as a variable and use the player's x and y positions as the x-axis and z-axis.

    Good Luck,

    Mobichan

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    Re: Best way to make this?

    Ok, i went on my laptop. It is no different than regular movement in theory. It physically is the same, but you would have to make characters scale or grow to make them look like they move forward or back, and then jumping is handled with normal advanced platform 2 object, and then you would have to be precise about y positions, as it would be scaled in a variable to tell how far back it is, and then test positions and lining up of baskets and etc. Your best approach for this engine is to "fake" the look, as it seems easiest to do.

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    Re: Best way to make this?

    FYI, Nekketsu games didn't scale the characters when they moved in z.

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    Re: Best way to make this?

    Yes i know, but this isn't nekketsu. In mmf2 sometimes you just have to get the looks to be right but the behind the scenes are different. The closest guess i could see is the iso grid object, but i haven't used it extensively and it seems complicated to use for newcomers.

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    Re: Best way to make this?

    It seems from the YouTube video he posted there is no scaling involved :p
    Working as fast as I can on Fusion 3

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    Re: Best way to make this?

    What I meant was all Nekketsu games work like a typical beatemup. You move in x to simulate horizontal and y to simulate z depth. Jumping is handled as an offset from the y position. An easy way to approach this is to make a shadow spot object and attach the player to it when they walk around. Then when the player jumps, you offset the player's y position from the shadow spot.

    Another method would be to store the player's Y position in a variable when they jump. That way you know the right y position to stop the player at when they are coming down from the jump.

    Mobichan

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    Re: Best way to make this?

    ya, but that is a sprite based 16 bit video game. Probably Nintendo or something older. To remake those games usually requires some "visual faking" to make it use similar effects. Otherwise it is really hard to remake those kind of games.

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