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Thread: fastloops for basic enemy controll (platformer)

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module

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    fastloops for basic enemy controll (platformer)

    Hi everyone,

    http://www.holymonkeystudio.com/temp/Help2.zip

    Here is a quick example MFA of fastloops being used to control basic platformer enemy movement and gravity. There are better and more elaborate examples around, but this is was a direct response to a help request, and is intended for someone who is still quite new to MMF in general so I tried to keep it as simple as possible.


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    Re: fastloops for basic enemy controll (platformer)

    Thanks a TON. I couldn't find an example like this anywhere. I'm going to be using this a lot. My game isn't too huge on memory so this will work PERFECTLY. Thanks a lot for your help and sorry about asking the question so many times, it just drove me crazy why i couldn't find it anywhere.

    Thanks again!

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    Re: fastloops for basic enemy controll (platformer)

    Hmm well i have another situation where i need to select instances. But i need to know more about mmf2's selection process. How, and when does mmf2 select an instance? Is it ANY code that iterates through to all copies of something? I want to know documentation or an explanation on how mmf2 selects copies. I know how to do it with code, but i want to know y, and what other functions or etc cause it to select instance copies. I know collision and overlaps do, but is their any way to check collision and then select a copy of a different object that "matches" its spread value? Like treating pairs of objects that are different objects? And doing something with one object when you overlap a "test" invisible square object? It works when there is one but i need to select the pair that goes with each "test" object.

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    Re: fastloops for basic enemy controll (platformer)

    Can't you just pair it without matching them by ID? Unless you ran out of the 26 alterable values and the 13 alterable strings, you wouldn't need to specifically match pairs of objects.
    Working as fast as I can on Fusion 3

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    Re: fastloops for basic enemy controll (platformer)

    How would i "pair" objects together? Is it a "start of frame" function?

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    Re: fastloops for basic enemy controll (platformer)

    MMF2 does it for you.

    Say you have 3 object A and 3 object B. If you do always: set position of obejct B to 0,0 from object A, then MMF2 would automatically assign one Object B per Object A. It can be thought of as object distribution.
    Working as fast as I can on Fusion 3

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    Re: fastloops for basic enemy controll (platformer)

    okok, but how would i do something like:

    When "player" overlaps "collision box" then "destroy block that is above collision box" and then create "destroy animation particles"

    If i do it directly, it will destroy all blocks, no matter which copy of the collision box i overlap.

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    Re: fastloops for basic enemy controll (platformer)

    That's why you make the collision box part of the animation
    Working as fast as I can on Fusion 3

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    Re: fastloops for basic enemy controll (platformer)

    huh? i have a collision box (as my block that explodes is static) and when my collision box is overlapped the box is "destroyed" and pieces are created at a spot above the box. I dont get what you mean.

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    Re: fastloops for basic enemy controll (platformer)

    I mean that whichever object has the animation that is visible onscreen, can aslo contain a collision box animation that you use to test for collisions. It is a matter of switching to that animation, then checking for collisions, and then switching back to the previous animation so that the player stills sees the animation as they normally would. Like this; for example:

    -Always: Set Alt Val A to Anim of Object, Set Alt Val B to Anim Frame of Object, Force animation to Collision Mask
    -Collision betweenObject and Spike: Destroy Obejct
    -Always: Set Animation to Alt Val A, Set Anim Frame to Alt val B
    Working as fast as I can on Fusion 3

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