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Thread: Turrican surround movement help Needed !!!!!!!

  1. #11


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    I want exactly the movement like Turrican or Hurrican games . On Turrican when you hit fire button shooting once when hold fire executing surround shooting 360 degrees with the joypad or keys with all his body rotation not just his arms mate and also stuck on ground . When you leave the button returns to the previous state as normal shooter ... i tried 2 movements together and i had success but when made the gravity the 2 mixed up and screw it all cannot stuck on ground still e.t.c if i remove this movement the race car none of the other movements have the 32 directions with all Turrican frames ... i have patience but i believe that the program cannot do it correctly.....i am wondering what Factor 5 or Poke or Pekaro did and got it right on Turrican T2002 or Hurrican ......

  2. #12


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    I have full of patience my friend but i doubt it.....On Turrican games when hit once the fire button shooting normally but when hold fire button executes surround movement with all his body [32 directions with one by one frame as my example above] and add to this Turrican must be on the ground to ecxecute it and holding fire also stuck on the ground ... i am wondering what did and got it right on Turrican and Hurrican games respectively....

  3. #13


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    No efficient help as of now from none except the good will and logic advice of popcorn ... i will mail clickteam and i already mailed an another guy that also working on a Turrican game as well and i am waiting answer .... i add to my character grappling hook and many other stuff but i am waiting a hand for the surround move from someone... I want desperately the same move as Turrican games with joypad , stuck on ground and the stuff Multimedia Fusion is a very good and professional program to work and i believe that with some kind of trick will do the job because on 2008 someone made it and gave an .mfa but remove it later on ..... so the program did it but i don't know the how to ...

  4. #14
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    Sumo's Avatar
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    I assume you're talking about this forum post?
    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=76517

    He said that he was using DavidN's Platform tutorial to make his game. That tutorial can be found here:
    http://www.clickteam.com/creation_materials/tutorials/download/fastloop_plattutorial.zip

    Noe that this is an advanced tutorial that uses fast loops so I'm not sure if you'll understand it all at first, but you can give it a shot. MMF2's built in movements are a bit glitchy so it's in your best interest to create your own movement from scratch. Now it may actually be better to start with the built in movements to work your way up to this level in my opinion. There's also this video of a Turrican game made in mmf2:
    http://www.youtube.com/watch?v=W2gnJqQ_LIM

    I recognize the creator of this game as AndyUK from The Daily Click. Maybe you can send him a message so that he can help you (it seems he lost the example file). His profile on the community website can be found here:
    http://www.create-games.com/profile.asp?ID=1868

    From watching Andy's example i now understand what you're trying to achieve. I'll try to make an example file for you, but I cant guarantee since I'm doing a lot of university work at the moment. Search around for a bit using the info that I gave you.

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    YES YES THIS IS WHAT I AM TALKING ABOUT THANK YOU MY FRIEND Sumo !!! YES THIS IS THE TURRICAN CLICK I HAVE DAYS NOW BUT NOT THE .MFA WITH THE COMPLEX MOVE .... So i must built my own movement to achieve surround move ??? I will watch and learn the tutorial but if you want to help for this move with my .mfa will be an extremely help from you and you will be the first in the planet that you will take the demo and then then the whole game as well and it will be very very good ....Take your time i am working now with all the other departments

    Update : I took the tutorial but i already had this .... all moves are static ..... how this person achieved this move stuck the character to the ground with gravity when hold fire and then shoot 360 degrees and when left the fire ruturns to the previous movement ..... with the static movement and with gravity and speed stuck the character ??? 2 in one what is the trick ??? ...this is a riddle ... take your time and a huge THANK YOU for your interest and have the best luck on University lessons !!!!!

  6. #16
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    Quote Originally Posted by PSofosNextGen View Post
    Update : I took the tutorial but i already had this .... all moves are static ..... how this person achieved this move stuck the character to the ground with gravity when hold fire and then shoot 360 degrees and when left the fire ruturns to the previous movement ..... with the static movement and with gravity and speed ??? 2 in one what is the trick ??? ...this is a riddle ... take your time and a huge THANK YOU for your interest and have the best luck on University lessons !!!!!
    You want 360 degree shooting. Then use trigonometry to move the bullet. First set up a counter. When you press and hold the enter button (360 shooting button) and when the player is on the ground (grav("Player")=0) switch a flag ON (one event when loops). When the flag is on and you press the right arrow key, add 1 to the counter. When the flag is on and you press the left arrow key, subtract 1 to the counter. When the counter goes below 0 then set the number to 360. When the counter goes above 360, set the number to 0. This way when you press the arrow keys and you're doing the 360 shooting, it will scroll the counter through 0-360 degrees. Then use this trigonometry:

    +Upon pressing shoot button
    -Create ("Bullet") at (0,0) from ("Player")
    -Set angle of ("Bullet") to (value( "Counter" ))
    -Set Alterable value a ("Bullet") to Xposition ("Bullet")
    -Set Alterable value b ("Bullet") to Yposition ("Bullet")


    +Always
    -Add Cos(Angle("Bullet"))*10 to Alterable value a ("Bullet")
    -Add Sin(Angle("Bullet"))*-10 to Alterable value b ("Bullet")
    -Set Xposition ("Bullet") to Alterable value a ("Bullet")
    -Set Yposition ("Bullet") to Alterable value b ("Bullet")

    Finally when you release the enter button (negate the action) then the flag turns OFF. This will stop the 360 shooting. Make sure when the flag is on to deactivate your custom code that moves your player. This will make it so you can only use the 360 shooting when the player is on the ground since you test the gravity of the player to equal 0. You can also compare the angle counter to preset values and then change your character's animation so it syncs up with the shooting. This may seem confusing, but this should work with what you want.

  7. #17


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    Unbelievable !!!!! AN ANOTHER BIGGER THANKS TO YOU ... i will learn it and execute it .... but i don't know how to deactivate my movement sensors without destroy them i have 4 to move the character with gravity top , floor , left , right ...... and If i destroys them then the character will stuck forever any ideas for a deactivation of the 4 movement sensors ????? Your interest it will not be underestimated when i will finished it even the demo !!!!

    I want to ask you something else now With this example only the gun shooting will execute 360 degrees ? because i want to fit my 32 frames surround movement if you have my .mfa with the 32 frames turrican shooting . I believe that it may be happened any thoughts ???

  8. #18
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    I made an example file for you:
    https://dl.dropbox.com/u/4459105/Turrican%20Example.mfa

    Hopefully this will help you. For the animation 32 frames; if you divide 360 by 32 you get 11.25. Basically you can take the animation direction value and multiply it by 11.25 and then compare that number with the angle counter to change the direction of the animation so it correctly compares with the shooting direction. Never destroy your sensors, it will ruin the entire engine. Deactivate by either putting your code in a group and deactivating the group, or use flags which is what I did in the example I created above. It would probably be easier and best if you used groups. You can activate and deactivate a group in the special condition section (same group where you find the "always" condition).

  9. #19


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    My friend you are unbelievable my best wishes to you !!! !!! Yes that's i am talking about but can you eliminate speed 100% when execute surround and Turrican cannot move at all not jumping not right or left ? your name will be at the credits one day
    Also can you fit my 32 directional Turrican frames inside your example ? with platform movement i can't !!!
    Attached files Attached files

  10. #20
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    The mmf2 built in movements are glitchy, that's why I suggest you create your own custom movement. You can use DavidN's fast loop platform custom movement that I linked above. When you switch your player into 360 shooting mode, just deactivate the movement group and the player will stand still.

    Oh for the example I made, Z button shoots normally. Holding X will switch it to 360 shooting.

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