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Thread: MMF2 Climbing Tutorial?

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    MMF2 Climbing Tutorial?

    Can someone direct me to a good wall crawling tutorial using the PMO object? I want to have the ability to wall climb, flip off walls at will, and stick to other walls. Can someone help me out? I want to do something similar to the flipping and wall climbing in ninja gaiden on the nes...
    http://www.youtube.com/watch?v=_fsJGuBqzf0 (notice the flipping and climbing in the vid...this is what i want to do) I already have the flipping done and the sprites for the climbing. I am not sure how to input climbing in the event editor please be specific so that I may learn....thanks!

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    The way I have it done in Core of Innocence is I have a left and right detector attached to my player mover, and when the detector is overlapping a wall, and user holds up - it forces the Y velocity to like 200 and displays the climbing animation.

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    do you mean like this? - http://www.swfup.com/view/a42y

    I posted a simple open source custom platform movement that had wall sliding and wall jumping... should be in the file archive somewhere, it's called metroid platform engine or something

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    Quote Originally Posted by Chaos View Post
    The way I have it done in Core of Innocence is I have a left and right detector attached to my player mover, and when the detector is overlapping a wall, and user holds up - it forces the Y velocity to like 200 and displays the climbing animation.
    I will try this out and see what happens! By the way, I never saw your Core of Innocence game, looks pretty rad. Do you have any tutorials? I saw you did a SOTN style map system where it charts your progress, do you have any tutorials on how to spcifically do that?
    Quote Originally Posted by DaveC View Post
    do you mean like this? - http://www.swfup.com/view/a42y I

    I posted a simple open source custom platform movement that had wall sliding and wall jumping... should be in the file archive somewhere, it's called metroid platform engine or something
    That's exactly what I want...so you have that particular example? The metroid example has wall jumps not actual climbing...

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    I do have it but that would be cheating, I promise you it's not hard at all to adapt my 'metroid' engine to become more like my ninja gaiden one.

    this is the basic idea behind it:

    step 1 - create 2 left/right detectors to follow the player
    step 2 - create an event to detect if the player is jumping and hitting a wall to grab eg:

    repeat while the player is holding left
    +the player is in the air
    +left detector is overlapping backdrop
    - then pause the pmo movement and set value A of the player to 1 (meaning he's in wall climb mode)

    step 3 - the wall climbing movement, simple up/down inputs when value a=1 to move him up/down
    step 4 - an event to jump off the wall, - player holding direction+jump+value=1 then set value a to 0 and unpause pmo, set x velocity and jump

    once you have the player able to latch on to a wall and jump off, you're half way there!

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    Quote Originally Posted by darkmanx_429 View Post
    I will try this out and see what happens! By the way, I never saw your Core of Innocence game, looks pretty rad. Do you have any tutorials?
    All the tutorials I have made are on my website, link is in my signature.

    As for the mapping system, I don't have a tutorial made - but its was pretty easy. I have a frame that has the map room squares laid out, and then I just write to a map array whenever someone enters a block of coordinates that the particular room has been explored. The map frame then sees this value and makes the map block visible.

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    Quote Originally Posted by DaveC View Post
    I do have it but that would be cheating, I promise you it's not hard at all to adapt my 'metroid' engine to become more like my ninja gaiden one.

    this is the basic idea behind it:

    step 1 - create 2 left/right detectors to follow the player
    step 2 - create an event to detect if the player is jumping and hitting a wall to grab eg:

    repeat while the player is holding left
    +the player is in the air
    +left detector is overlapping backdrop
    - then pause the pmo movement and set value A of the player to 1 (meaning he's in wall climb mode)

    step 3 - the wall climbing movement, simple up/down inputs when value a=1 to move him up/down
    step 4 - an event to jump off the wall, - player holding direction+jump+value=1 then set value a to 0 and unpause pmo, set x velocity and jump

    once you have the player able to latch on to a wall and jump off, you're half way there!
    K, the easy part was creating the dectectors so that the character sticks. I am still kinda confused on how it's suppose to look in my event editor as far as changing the values to get the player to move up and down the wall and displaying my animation correctly. Do I even have to mess with the Y velocity in the PMO? What am I doing wrong?
    Attached files Attached files

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