I'm a bit stuck on how I would go about making this, so I thought getting some input from you fellow clickers might help.
I'm trying to make a swinging rope, like those found in a lot of platformer games. The rope normally just sits there, but if the player grabs onto it anywhere, they can climb up and down it. If they tap left and right to give the rope momentum, the rope swings both ways and then they can let go to jump off(with momentum of the rope added to their custom movement, of course).
The catch? I can't use non-flash extensions. Ouch.
My current thought was to make a "chain" of active object "rope sections", but I'm having major problems with getting them to position themselves relative to other copies of the same active. (MMF2 has no way to tell it to get the alterable values and angles for the calculations from the rope sprite parent instead of itself, because both are the "rope sprite".)
To get around that, I've now got a bunch of cloned rope sections, all different active objects. It still doesn't look that convincing unless I make the sections really really tiny though, bloating the game filesize. I'm trying to make a flash game, so having 200+ different active sprites in the game's library just for a 200 pixel rope isn't a good use of space. Not to mention it's giving me quite the headache trying to work out how muliple copies of these ropes are going to work.
I have noticed a lot of earlier platformers "cheat" on these ropes by using animations, but those are rather limiting. Only grabbing the tip of the rope instead of the whole rope anywhere on it, and not letting other actions take place while on ropes, which are both things that will happen in this game. So I really need some way to make a system for dynamic ropes.
I'm quite open to any suggestions/examples/ect you all have. Quite honestly, I have a headache and a mess of notes right now, and am feeling a bit lost as to how to get MMF2 to handle the ropes properly.
Ideas quite welcome. I'm going mad here.