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Thread: Grid-based movement

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    Clicker Fusion 2.5

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    Grid-based movement

    I'm trying to do a puzzle in my game where you can move an object around and it draws platforms behind it as it moves. What I want to accomplish is a more grid-based movement instead of moving all over the place. To further clarify my point, it's like the coin snaking puzzles from Super Mario World. If you don't know what I'm talking about, I mean this (it's about 46 seconds in).

    What anyone know how to go about doing that?

  2. #2
    Clickteam Clickteam
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    Re: Grid-based movement

    Bouncing Ball + Direction Changer Objects, and create the object if it isn't already overlapping one?
    Working as fast as I can on Fusion 3

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    Re: Grid-based movement

    That's actually what I did first, but instead of a grid (how it looks in the video), it looks very disjointed and sloppy.

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    Clicker Multimedia Fusion 2 DeveloperSWF Export Module
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    Re: Grid-based movement

    Try Nivram's fastloop grid movement 2... it's on his website.

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    Re: Grid-based movement

    Alright, I'll try that. Thanks!

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    Re: Grid-based movement

    UPDATED...

    Hope this helps...

    Using Path Movements?

    View MFA

    Frame 1 is the duplicate of what we see in the Mario Clip...

    This is a fixed movement. I switched on the MMF Grid view and placed the points manually

    I have also created fixed 30 pixels movement of UP, DOWN, LEFT and RIGHT. Can just changed the Movement->Multiple Movement->Select Movement->(UP,DOWN....) to make them move based on where you want them to go when reaching end of each node or when it stops moving

    The working example is in Frame 2. Just hit the arrow keys and see how it works.

    Hope this helps.

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    Re: Grid-based movement

    I like this example, but the only real problem is that the coin should still insist on moving in the direction that the player last pressed. However, I can assume that can be done using alterable values at least.

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    Re: Grid-based movement

    This should do it.

    View MFA

    I have modified the Frame 2 so its like what you mentioned. Yup, using the alterable values and checks for it each time when the coin stops.

    Hope this helps.

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    Clicker Fusion 2.5 DeveloperiOS Export Module

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    can someone please help me understand this example. On frame 1, the coin moves automatically - which command is making it move? On frame 2, the coin moves in a fixed space - where is this set?

    Thank you so much - I am trying to learn how this works. Cheers!

  10. #10
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    It's the select movement action... objects can have more than one movement stored. If you go to the frame editor and click the object, go to its movement properties. (the icon of the little man running) Click on the Movement space where it says "Stop" and the drop down list will open and show the various movements. You can see there is one for "FullMovement". That is what's being set at start of frame.

    Same thing for frame 2... only it's setting it to the different movements "LEFT,RIGHT,etc"

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