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Thread: MushMush - Frame Independent Multiplatform Engine

  1. #1
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    MushMush - Frame Independent Multiplatform Engine

    So Like I promised I'm providing 'my' MushMush platform engine for free to anyone to have fun with.

    Original Graphics, Idea and code base by SEELE
    http://community.clickteam.com/showthread.php?t=51408
    Speeded up and Modified by Fanotherpg on base of Pixelthief Tutorial inspirated by Nifflas
    http://www.create-games.com/article.asp?id=1937
    Explanations why it's not based on real-time timer, but internal 'timer'
    http://www.create-games.com/article.asp?id=1373
    why we are using floor
    http://www.create-games.com/article.asp?id=1898

    Additional changes by Fanotherpg
    - Full Comments
    - Group Loops (multiplied performance on all platforms) changed behaviour of engine - optimised severalt imes for the best performance thanks to Pixelthief article inspirated by Nifflas - oprimised several times during creation process
    - Full Diagnostics in 'realtime'
    - Customizable Bounce (on/off) - modified surface delay
    - All-direction collision detection (independent from main object)
    - Modifable dynamic shadow size (Big thanks for Pixelthief for his indeep explanation of the issue and Sketchy and Nifflas for help with coding it down and finding the most optimial solutions as well Ryan, Looki and LB for all the discussions and ideas)
    - Triple Jump
    - Jetpack
    - Water
    - Independent controls for different environments (air, ground, water)
    - Moving platforms and lifts (thanks to RickyRombo for help with Anaconda/Flash Overlap bug)
    - Wall slides and wall jumps
    - Rope (thanks ChrisBurrows for idea of simplification of the code)
    - Bouncing platform

    To be improved:
    Diagnostic - String debug issue.
    External Detector could be built-in.
    Removing flags for Variables.
    Changing way Collisions are held.

    Known Issues:

    Java Angle issue - exporter bug
    String object LAGS the game.
    Compare 2 general values is relevant only to newest created object (issue with multiple instances of ropes, moving platforms and bouncing platforms).
    Level Editor is working but loader isn't.
    There are no animations assigned to the movements.

    http://tm2fk.pl/MushMush_Public.zip

    NOTE: POSTED TO STEAM WORKSHOP, AWESOME STUFF FANO!

  2. #2
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    nivram's Avatar
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    Thanks for this Fano.

    Marv
    ​455 MMF2 & CTF 2.5 Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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    Thanks to everyone who helped with Project especially Nifflas, MuddyMole and Pixelthief.

    OK I can't edit the first post but just wanted to inform you that I updated the files.

    All the issues with Level Editor and Level loading are gone, so you are now able to create your own levels - have fun.

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    Wow, brilliant work on this one Tom.

    I had hoped someone like you might pickup and appreciate the example; but this is just incredible; you've created something entirely new and very advanced : D

    At 800-Lines all related to physics; this may be MMF's most advanced vanilla written custom movement engine.

    Thanks, Fanoftherpg

  5. #5
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    TBH I don't like it. It was first time EVER:
    - I was using fastloops
    - I was makin a platformer
    - I was making a platormer with custom movement
    - I was optimising code and making it multiplatform
    - I had to keep code readable (using strings for collisions and 2 separate objects) due to being grade by people who never saw MMF or it's code.

    So there are some bugs some things need to be corrected and I will probably end up rewritting it from scratch.

    But I highly appreciate everyone's help in this manner especially late support from you SEELE, MuddyMole with level editor and Phi and Alonso for trying to help about 1-4 am to fid some final bugs.

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    Today (29th) I will submit never version.
    - Load Level for Level Editor
    - Game Engine full support of custom levels
    - Animation support for statuses.

    Hopefully it will mean I will be able to provide you compiled version of the game with some graphics and music to play with (Sources obviously will be open).

  7. #7
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    Newer version uploaded?

    Thanks,

    Marv
    ​455 MMF2 & CTF 2.5 Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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    Not yet I will post it later on Today, but I got big success in this manner - sorted out last bug which was stopping me from assigning custom animations (Bouncing from the platform was forcing "No" collision status from no particular reason all the way from collision to the maximum peak of bounce - only falling was changing to 'being in air'. But that's now sorted so watch this space Obviously link would be the same.

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    OK Update is done:

    - Loading Levels in Level Editor
    - Full compatibility between level editor and game (all bugs sorted)
    - Added animation support base on character status (Thanks Nifflas)
    - Added Initial character position for Level Editor
    - Added scrolling between block types
    - Improved comments for level editor and game

    Due to some compatibility improvements I highly recommend this version.

  10. #10
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    Hopefully final update:

    - Corrected issue where character could stuck horizontally on top and bottom of the frame (due to positions of outside boundaries)
    - Added bidirectional support
    - Added transparency to Water
    - Corrected Jetpack bug on a tope
    - Corrected jump bug in close distances to ceiling
    - Corrected Water_Slide speed (No Waster_Speeding anymore)
    - Provided playable version of MushMush to proof that it works.

    Known issues:
    Character is not able to go down or up corridors of 1 block size (design flaw).
    Character not always restarts it's status after collision with Moving platforms (no clue why, yet).

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