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Thread: Random questions about my game

  1. #21
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module

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    sure nivram. i can PM a downloadable link to you as soon as its playable. right now everything is just a mess.
    just to be clear; there's alot of stuff in mmf2 im not good at, so what i basically do is just copy stuff i dont know how to do myself from example-files, change a few things and change it to my liking.

    oh and btw, im going to give you credit for the help your examples has given me, once the game is finished. really great webpage, helps me alot! many kudos

  2. #22
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    zombie.jpg

    just to show you guys how the game looks in it's current stage, so you can get a better idea of what im doing.

    most graphics are just placeholders atm. been taking alot of stuff from my previous project: http://www.youtube.com/watch?v=qya8_82psdo

  3. #23
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    Copying from example files is fine, as long as you actually learn about how the example works in the process... Otherwise you're going to end up with a big mess of code and when a single thing breaks you won't know how to fix it. :p

    Your game looks fun. I think you should add ground shadows to everything else to help tie them down better. It's odd that the player has a shadow but none of the zombies do. Unless zombies don't have shadows or something? I dunno, I'm not totally caught up on zombie lore.

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    ohyeah, im def learning alot from example-files, when modifying them to my liking. mostly by trial and error.

    yeah, was gonna fix shadows for the zombies aswell. but how can i spread out each shadow for each zombie? (1 shadow for 1 zombie, if a zombie dies, that zombie's shadow disappears).

    ive tried this before, a long time ago, and i remember having a problem with shadows not being distributed correcly for all enemies. the result was that some enemies had shadows, others didnt. is there a simple, yet effective solution to this?


    oh and btw, another thing: ive used the Bouncing Coin Example from nivrams homepage to add to my empty shells when bouncing off the ground. the problem is that i can't seem to stop them from bouncing in random directions for each bounce. nivrams example-file does not have this problem. but my shells bounce in totally random directions every time they hit the ground. why?

  5. #25
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    Quote Originally Posted by AndyBazooka View Post
    sure nivram. i can PM a downloadable link to you as soon as its playable. right now everything is just a mess.
    just to be clear; there's alot of stuff in mmf2 im not good at, so what i basically do is just copy stuff i dont know how to do myself from example-files, change a few things and change it to my liking.

    oh and btw, im going to give you credit for the help your examples has given me, once the game is finished. really great webpage, helps me alot! many kudos
    Thanks for the great comments, but please no need to give credit.

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

  6. #26
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    You could just put the shadows into the actual animations... that's the easiest solution.

    MMF has "object pairing" so if you create zombies and then create shadows, you can just tell the shadow to follow the zombie and each shadow will pair with a zombie... or something like that. I never fully grasped the object pairing concept. You can learn about the object pairing thing in this tutorial though:

    http://www.diybandits.com.au/MMF/tut...nstances1.html

    As for the bouncing shells randomness issue... You probably need to go into the shell object's properties for the Pinball movement and change the initial direction to only be 4-12 instead of all 32 directions.

  7. #27
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    I checked out the bouncing coin example and I decided to revise it a bit. The coins felt floaty and like they had no weight to them. Each bounce was going too high for the loss in energy that should be taking place. It looked really unrealistic.

    So here is a revised version that shows both the old "floaty" example, and the new "weighty" example.

    bouncingcoinsrevised.mfa

  8. #28
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    awesome, def going to use this.
    thanks!


    EDIT: Question: is it difficult to make enemies want to avoid an object? like two non-matching magnets, so that they walk around the object instead of (like now) sliding next to it, getting stuck sometimes.

    i want to make the parked police-car (as seen in my previous screenshot) an obstacle for enemies without them getting stuck on it.

  9. #29
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    Question #2: (still waiting for an answer for my previous post aswell) Is there any good example-file of a drag and drop inventory (mouse)? kinda like in Minecraft.

    I saw an inventory-extension/example file here in the forums (written in French, i cant understand it), downloaded it, but couldt get it to work even though i installed it correctly. MMF2 just says that there is no inventory extension to be found, even though the mfx(?) file exists in the extensions map.

  10. #30
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    nvm about Question #2, got the mfx file working now.

    Anyone who can show me a basic, but smart enemy AI movement? Just need my zombies to move towards the player, but walk around obstacles in the way, without getting stuck. Im having a big problem with this right now


    oh, and another thing: ive used the Overlay Redux object combined with the Alpha channel object to create a spotlight effect on the main-character. the problem is that, when i walk to the right of the screen (screen scrolls to right), the spotlight drawn in the overlay redux object isnt no longer in sync with the alpha channel object. how can i fix this?

    dark.jpg

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