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Thread: Two seemingly-basic issues with MF2...

  1. #1
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    Two seemingly-basic issues with MF2...

    1. How can I make an enemy that just travels in one direction until it hits an obstacle and then bounces back? I recognize how obvious this sounds, but when I've tried to do it, the enemies have always started to just bounce in odd directions after a while. I want enemies that just move straight up and down (or left and right) - no exceptions - without having to create individual paths for each one.

    2. How can I make a trapdoor that only allows the player to enter after he or she has collected all of a certain item? I already have it so that the animation of the door is changed after all counts of the item have been eliminated. There's another event that says that the application jumps to the next frame if the player touches the door and all of the items are gone (I've also tried it with the animation of the door being on the second frame). The application does not jump ahead, though the animation changes as planned. What am I doing wrong?

  2. #2
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    Popcorn's Avatar
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    1: Here is one simple solution:

    * Enemy collides with obstacle
    - Enemy: Toggle Flag 0

    * Enemy: Flag 0 is off
    - Enemy: Move down

    * Enemy: Flag 0 is on
    - Enemy: Move up


    2: What you are doing sounds like it should work. Are you running the entire game when testing this (F8)? When only running the current frame (F7) jump to frame actions wouldn't do anything.

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    1. You can get a simple bouncing movement by adding 16 to direction when it collides with an obstacle - this will reverse the direction. It could be that you've used Bouncing Ball Movement and haven't set Security and Randomization to zero (these are there for Breakout style games to prevent the ball bouncing in predictable ways, I think)

    2. It could be that you're using a condition like All Active Destroyed, which I think only works for the frame when it's destroyed. Try using Number of Active=0 instead

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    @Popcorn: I used (1), and it worked. Thanks! Also, for (2), it was within the application (F8). However,

    @AyreGuitar: I tried (2), and it worked. Also, thanks!

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