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Thread: Vertical Moving Platform

  1. #1
    Clicker Fusion 2.5+ DLCMultimedia Fusion 2HTML5 Export Module
    Kentronisk's Avatar
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    Vertical Moving Platform

    I though I had a good idea about this, but its obviously some issues around. I have a square player object with a detector 1 pixel underneath it. Some fastloop is preventing the square to touch the ground as long as the detector is on the ground. But Im having a little trouble with a vertical platform. My platform is currently 5 pixels high, but I would prefer it to be just 1. I have added this platform to the group of obstacles so that the player can stand on it. My idea was:

    Player Detector is overlapping Platform: Set Y position of Player to Y(Platform)

    The Y hot spot of the player square is on the very bottom, so in my theory the detector would always overlap the platform, at least when its 5 pixels tall. And it kinda does work. The player follows the platform up and down. But the problem is that I cant always jump. The jump condition requires that the detector overlaps an obstacle to work. And I would guess that the player detector is not always overlapping this platform. I would assume that one event moves the platform down or up, and the time between this event and the event that puts the player on the right spot, is a dead time that makes the player unable to jump. At least thats my theory. But I could be wrong. Anyway.. What should I do?

  2. #2
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    Jacob's Avatar
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    Move your event that makes the platform move to the very top of the list, and then have the event that makes the player move with it immediately below.

  3. #3
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    Would a "Detector Overlap Vert Platform = Start Loop "VertPlatform" NO(Vertical Platform) Times", "On loop "VertPlatform" = Set Y Position of Player to Y("Vertical Platform") " also work?

  4. #4
    Clicker Fusion 2.5 MacFusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleUnicode Add-on
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    Phi's Avatar
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    +Detector Overlaps Vertical Platform
    +*
    -Set Y Position of Player to Y Top("Vertical Platform")-(Y Top("Player")-Y Bottom("Player"))

    Set the player to the top of the platform + height of player (player bottom == platform top)
    *Check position a bit more finely, e.g., not if the player is not only just touching the platform

  5. #5
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    I tried, SortaCore, but its the same results as I had. However, I did some "debugging", and the issue I had was that my detector were bouncing a few pixels up and down while overlapping this platform. I dont know how MMF got this sick idea about throwing the detector around, but I added an event to keep the Detector on spot, and amazingly it worked So thats 1 less issue overall along with 100 others

    Thanks for replies anyway

  6. #6
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    eyeangle's Avatar
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    Thanks Phi, I searched hours and hours for that equation. Who would have thought vertical platforms in 2 simple equations?

    I had to alter it a little. This is what I ended with. (Add this to DavidN's tutorial for vertical platforms. Place it under Horizontal movement events and Slopes events if you have them.)

    Detector is overlapping Vertical Platform
    + Grav of Player >= 0
    - Set Y Position of Player to Y Top( "Vertical Platform" )+(Y Top( "Player" )-Y Bottom( "Player" ))

    Pressed fire 1
    + Detector is overlapping Vertical Platform
    - Set Grav of Player to -10

    Would love to hear how others do their vertical platforms. This is limited to only vertical platforms moving up and down, not diagonal. Also, sometimes the Player falls through the platform if they're too fast. Anyone know a fix?

  7. #7
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    I only have a couple in my new one and it's very simple. The theory is if the guy isn't jumping and his bottom detector is overlapping the vertical platform then always set his Y pos to the Y pos of the vertical platform - 32 (the guy's hotspot is at the top and he's 32 pixels tall).

    I did have to mess with just where that particular group of events is placed in the list though. There's another group of events that handles where the camera / main focus is, and at first I had it in the wrong place and the screen was very jumpy / jittery and crap.

    As far as falling through the platform that hasn't happened to me as of yet. Of course the platforms have the path movement and a speed of 1 which probably has everything to do with it

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