User Tag List

Page 2 of 2 FirstFirst 1 2
Results 11 to 16 of 16

Thread: Trouble with DavidN's Fastloop Custom Platform Movement

  1. #11
    Clicker Fusion 2.5 Developer
    TheFieryPlumber's Avatar
    Join Date
    Oct 2012
    Location
    Delaware
    Posts
    85
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Thank you very much for your help!
    But may I ask three final questions? (The last one could be for anyone)
    -Is it possible you could copy the changed commands and post it here? (I'll understand if it's not)
    -Is it possible to simply add a couple of commands that slightly mimic horizontal moving platforms to vertical moving platforms?
    -I realized something odd and interesting about the flawed commands. When I use the flawed commands and when I make the player go against a conveyer, he/she will bounce off like two same pole magnets. This made me realize that I have to give a command that will cause the player to bounce off certain objects like enemies or somewhat rubber material (Similar to the spring but affects all directions). But the behavior with the flawed commands is awfully glitchy, and I was wondering if someone would know the commands to make the player "reflect" off another object flawlessly.
    As of right now, I’m taking a break from programming so I won’t need an instant answer; however I would like one as early as possible…

  2. #12
    Clicker Fusion 2.5 Developer
    TheFieryPlumber's Avatar
    Join Date
    Oct 2012
    Location
    Delaware
    Posts
    85
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Wait a second, I think it is possible to have the player reflect off the objects with the flawed commands!
    Give the "bouncy" object the same commands the conveyer has, "And make sure Left ( -X ), Right( X ), Above( Y ) and Below( -Y ) parts of the object share similar qualities".
    In the example above, the left conveyer is meant to force the player to go left, but when the Accel/Decel commands are applied and the player comes in contact with the conveyer "while moving right"; the command knocks back the player.
    There's probably a bug in the idea, that will cause the player to fly off the screen if the player moves with the reflected direction. (Maybe, if there's a way to cancel such movement once the player is detached from the object)
    I just thought of this idea and I have not tested it yet, I'm sorry to those who tried it and doesn't work...

  3. #13
    Clicker Fusion 2.5 Developer
    TheFieryPlumber's Avatar
    Join Date
    Oct 2012
    Location
    Delaware
    Posts
    85
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Update
    My computer hasn't been running properly for the longest time and I couldn't download anything for the past month, so I was currently working on sprites.
    I was wondering if someone could copy the changed instructions from the accelconveyer file DavidN attached and post it to the forum.
    I'm still working with sprites so I don't need it as of right now, but it’s best to post it as soon as possible.
    P.S- Has anyone actually tried the bouncy effect?

  4. #14
    Clicker Fusion 2.5 Developer
    TheFieryPlumber's Avatar
    Join Date
    Oct 2012
    Location
    Delaware
    Posts
    85
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Update-
    I've finally tested DavidN's moving-plat strategy, and it's working wonders.

    The only "bug" is rather minor...

    If the Horizontal Movement is greater than the Alt. Horizontal Movement from the conveyer, that means the player can still move against the conveyer with some restrictions;
    however, when the player collides with a backdrop while moving with the conveyer, it can no longer move against the conveyer regardless of how great the Horiz Movement is compared to the Alt.

    The reason I find this a minor problem is that it doesn't completely freeze the player as the player can easily jump free from the backdrop, and it's kind of player instinct to continuously jump against moving platforms like a conveyer, so this won't really hinder the player's experience.

  5. #15
    No Products Registered

    Join Date
    Jun 2014
    Posts
    3
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Tried to use the proposed solutions for alignment of moving platforms and options acceleration deceleration player. As a result, background objects are no longer block the horizontal movement of the player. Why?

    You can see it in the project: Platform.mfa

  6. #16
    No Products Registered

    Join Date
    Jun 2014
    Posts
    3
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Tried to use the proposed solutions for alignment of moving platforms and options acceleration deceleration player. As a result, background objects are no longer block the horizontal movement of the player. Why?

    Platform.mfa

    I'm sorry, revised content and found that accidentally deleted one cycle. Corrected. Moderators, please remove this post completely.

Page 2 of 2 FirstFirst 1 2

Similar Threads

  1. DavidN's Fastloop custom movement question (horizontal speed)
    By Macaw in forum Multimedia Fusion 2 - Technical Support
    Replies: 14
    Last Post: 16th August 2013, 09:41 AM
  2. Having trouble with fastloop enemy movement
    By Fralex in forum Multimedia Fusion 2 - Technical Support
    Replies: 4
    Last Post: 20th September 2010, 11:43 PM
  3. DavidN's Custom Platform Movement Help
    By SuperChiken in forum The Games Factory 2 - Technical Support
    Replies: 16
    Last Post: 7th August 2009, 08:06 PM
  4. DavidN custom platform movement
    By Zabooza in forum Multimedia Fusion 2 - Technical Support
    Replies: 2
    Last Post: 16th March 2009, 08:19 PM
  5. DavidN's Custom Movement
    By RHIT_Guy in forum Multimedia Fusion 2 - Technical Support
    Replies: 0
    Last Post: 27th May 2007, 02:03 AM

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •