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Thread: Dynamic Platforms & Qualifier's Alt. Value + (Past Concerns)

  1. #1
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCHTML5 Export Module
    TheFieryPlumber's Avatar
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    Question Dynamic Platforms & Qualifier's Alt. Value + (Past Concerns)

    To those who read my last post, my apologies to how confusing it was...
    I had trouble preventing my player from falling through the platform.
    What I discovered was that, it had nothing to do with Variable Jumps and Platforms being combined; turns out, "mentioned from the very instructions" having the Detector constantly being placed under the player on every "On Loop" event is had more of a point than I thought. I believed, I can just have a single event related to the placement of the Detector, and place the event to the very bottom of all events, but that didn't help the interaction between the detector and the platform.


    Now that's over and done with, and the game's working fine.
    How the player interacts with the Horizontal Moving Platform from the example DavidN gave as an attachment on this post...
    http://community.clickteam.com/threads/73880-Trouble-with-DavidN-s-Fastloop-Custom-Platform-Movement?highlight=davidn
    works great! What do I want to know is a couple of things.....

    Is it possible to have the same instructions work with vertical movement?

    I also gave qualifiers to the moving platforms, and I want to figure out a way to use qualifiers to have the player interact well with the most dynamic platforms.

    Speaking of qualifiers, I've noticed qualifiers also have alterable values. But how do they work exactly?
    Does "Alterable Value A" of a Group gives the same value to all objects in that group, or is it something different entirely?

    P.S- From the last post, there were a few more concerns other than the variable jumps....

    1. Can you apply values to Backdrops?

    2. I've noticed an uncanny effect seen in the DavidN's file of the moving conveyer movement. When the player moves against the conveyer and collides with the backdrop, it does one of two things:

    Player=>Backdrop
    <===========Conveyer
    Player constantly bounces away from the Backdrop when player moves against conveyer.

    Backdrop Player=>
    <===========Conveyer
    Player gets stuck to the backdrop when it collides to it this way, but the player can easily break free by a simple jump.

  2. #2
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCHTML5 Export Module
    TheFieryPlumber's Avatar
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    Just to keep the thread up, I have a few more questions relating to MMF2 not the platform movement.

    1. I want to reduce the screen size of my application for a better zoomed view of the game in Resolution Mode, but doing so gives an ugly white border along with the two black bars.
    When I tried fit to screen size, everything in the game was stretched. Is there a good method to adjust the game's resolution without the need of an extension?

    2. Because you can create groups of events. Is there a way create an event group to toggle on or off sub-event groups? If possible, this will lose the need of constantly adding "If X flag is on" to all events that should only work in a certain mode.

  3. #3
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    happygreenfrog's Avatar
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    Quote Originally Posted by TheFieryPlumber View Post
    Just to keep the thread up, I have a few more questions relating to MMF2 not the platform movement.

    1. I want to reduce the screen size of my application for a better zoomed view of the game in Resolution Mode, but doing so gives an ugly white border along with the two black bars.
    When I tried fit to screen size, everything in the game was stretched. Is there a good method to adjust the game's resolution without the need of an extension?

    2. Because you can create groups of events. Is there a way create an event group to toggle on or off sub-event groups? If possible, this will lose the need of constantly adding "If X flag is on" to all events that should only work in a certain mode.
    1. Without the need of an extension, no. But you can't change the resolution on other runtimes anyway, so why would you need to avoid extensions? The UltimateFullscreen object is basically the only way, so you're stuck if you refuse to use extensions.

    2. You can actually disable events using groups of events. I don't know what you mean by "sub-event groups", though.

  4. #4
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    Thanks for your response, happygreenfrog!
    1. I was looking all over MMF's forum for an alternative answer, so if that's the only way, I go with it.

    2. By "sub-event groups", I mean event groups inside event groups. Also, How do you toggle events using groups of events? (How to apply)

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    You use the conditions (for checking to see if the group is active/inactive/etc.)/actions for the special object under the "Group of Events" sub-menu. The actions let you activate and de-activate groups of events.

  6. #6
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    Yeah, I just figured that out not too long ago. The group of events option is right under Special Conditions in the event editor...
    Anyways, thank you for your help!

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