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Thread: Custom Movement Engine?

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    Custom Movement Engine?

    Ok, I need to develop a custom movement engine for a game of mine that can detect walls, floors, and roofs (the obvious stuff) without going through them. Most likely, this will use fast loops. Though I have had some experience with fast loops, I am not all that great with them.


    The defualt movement engine lets you go through walls at certain times which would cause players to cheat. What is the best way to make these (is there a tutorial), for a Flash export.

    I am going to try to make a small mini-series of a 2D Portal game (yes, I know there already is one). I want to make my own view and take on it along with a few....changes. :3

    I have all that ready, but I need to learn the basic implementation of movement engines. Thanks a ton guys.

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    Re: Custom Movement Engine?

    In the tutorials section DavidN has a great fastloop based platform engine.

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    Re: Custom Movement Engine?

    I have followed the fastloop tutorial, but that doesn't help me with walls, roofs, and custom movement....like acceleration, deceleration....and the easiest way to......set the Acceleration to opposite.....

    For instance, at certain times, say the player is going 20 pixels a second on the X axis positive.

    Is there a way I can take that number and make the X stop moving and then set his Y acceleration to 20 instead until gravity slows it down?

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    Re: Custom Movement Engine?

    It helps you with all of those.

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    Re: Custom Movement Engine?

    I would say instead of trying to learn how to do certain things with what you already have, you should really study fastloops and understand 100% how they work. When you're able to make a simple movement/collision setup using fastloops without looking at examples or guides, then you'll be on your way to doing anything else you want.

    Until you have a firm understanding of fastloops, I don't think any amount of tutorials will help you. You can't just "sort of" know what they do.

    If you know fastloops, doing stuff like accelerating and wall/roof collision is simple.

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    Re: Custom Movement Engine?

    I made an example file that shows a good way to avoid fastloops, detectors, and extensions. Its also pretty easy to read, and the code is pretty straight forward. The key is to used duplicated events.

    Its in Widget form, so the code for the objects are in their behaviors.

    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=212180

    I hope this helps.

    But I would also still recommend looking into understanding fastloops. It takes a good understanding of how fast loops work to know how to work around them or recreate them. Which is what I have done above. This example file essentially manually duplicates the events, instead of running a loop to automatically do it for you.

    My way takes more events, but its easy enough to read and very modular/flexible.

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