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Thread: Trouble with DavidN's Fastloop Custom Platform Movement

  1. #1
    Clicker Fusion 2.5 Developer
    TheFieryPlumber's Avatar
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    Unhappy Trouble with DavidN's Fastloop Custom Platform Movement

    Recently, I was trying to use DavidN's tutorial for making custom platform movement; when I hit something strange in the instructions.
    In the tutorial, it explained how to add acceleration and deceleration in the horizontal movement of the player character.
    The tutorial also showed how to make horizontal moving platforms and conveyer movement, and how to make the player character function with it.
    They both worked well separately; but when I tried using both the Acc/Dec Movement and the MovPlat/Convey Movement together, it sends my character flying across the screen whenever it touches a conveyer or a moving platform.
    I followed the instructions verbatim; I even manipulated the MMF2 file on Fastloop Platform Movement to see if I get the same result, and I did.
    I need to use both movements for my game, for run physics and dynamic platform movement.
    I've tried everything, has anyone gone through this before?

    P.S- For those who have used the tutorial for platform movement, can you apply the same instructions for horizontal moving platforms to vertical moving platforms and multiple velocity platforms?

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    Kentronisk's Avatar
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    If you upload your project, Im sure someone can find your issue! Whenever Im making a new platform game, I use DavidN's thing as template, but you gotta be careful with changing stuff as a lot of it is somewhat linked together.

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    Since you do use DavidN's tutorial as a template for making platform games, are you or were you following the instructions from the Word Document inside the tutorial folder?
    If you do or did, you should have seen that the file itself showed how to make the player accelerate and decelerate while moving horizontally as well as having the player interact with a moving platform and conveyer.
    I’ll understand if the two groups of commands were originally meant to work separately; I just want to know how to make the two groups of commands from that very tutorial coexist with one another, without having my player fly off the screen. And I can’t just remove either one since they both serve a purpose in my project.

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    Forum Moderator Fusion 2.5 DeveloperHTML5 Export ModuleiOS Export ModuleSWF Export Module
    DavidN's Avatar
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    Ah, yes - I messed up the instructions for combining conveyors and acceleration/deceleration. There have been a couple of threads about it in the past, I'll see if I can find them.

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    Clicker Fusion 2.5 Developer
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    Thank you, I was hoping you would answer!
    And I'm not surprised if there were a couple of threads about it, but I couldn’t find any of them.
    I don't need an entire revision; I just want to see the small changes with the related commands that will make them work well together.
    Again thanks, and congrats on your finished project!

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    Hey Plumber, if you can upload a mmf I might be able to help you. I've been using DavidN's custom platform movement as the basis of all my movements for the last 2 years atleast

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    Clicker Fusion 2.5 Developer
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    Sadly, I cannot send in my project for certain reasons. I'm sorry if that itself hinders you to help me...
    I don't need any file that shows the changes in the codes that fixes the problem, just a post of what to change in the inputs and outputs.
    If you still have a problem to find where the problems lie, may you follow these instructions?
    If you still have DavidN's fastloop platform folder with the Word Doc that gives the instructions:
    -Find and open the MMF2 file that shows all the platform examples, inside the folder.
    -Once opened, find and open the frame with the moving platforms.
    -In the Moving Platform Frame, Open the event editor and look into the horizontal movement commands.
    -In the event editor; Change the basic commands that shows the left and right directional buttons as its inputs, to the Accel/Decel commands that is shown in the Fastloop Platform Tutorial Word Document.
    -Once executed, test the frame; you should have the same results I'm having:
    -It should work normally; however if the player lands on the moving platform or a conveyer, it should send the player flying across screen; probably in the same direction the moving platform or conveyer is currently moving.
    Again I don't need a file that shows the fix, just a post; I'm sorry I couldn't help you any further.

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    I'm sorry I can't perform the entire procedure due to time constraints, but one solution might be to have

    If Horiz of Player == 0
    Key Left or Right is not being pressed
    Player is overlapping Movable platform
    set Horiz to Horiz("Movable platform")

    Did that make any sense? I haven't tried it yet, but I think it might work

  9. #9
    Forum Moderator Fusion 2.5 DeveloperHTML5 Export ModuleiOS Export ModuleSWF Export Module
    DavidN's Avatar
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    Sorry for the late reply, I'm on a sort of recovery this weekend I'm still trying to see if I ever had an MFA that fixed the problem, but... I believe that the solution was not to add to Horiz("Player") directly as I say in the tutorial when the player is over a conveyor or moving platform, but to have a separate variable called something like "ExtraHoriz", and to run the horiz fastloop separately for that after doing the normal player movement. (ExtraHoriz is set to a specific value whenever the floor-collider overlaps a conveyor or moving platform.)

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    I made a quick example of a frame that combines the two... this one uses a separate fastloop for adjusting the player if on a conveyor belt. It's probably not the most efficient way to do it, but it works...!

    dxn-FastloopPlatform-accelconveyor.mfa

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