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Thread: Reasons for not using the PMO object?

  1. #11
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    TheFieryPlumber's Avatar
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    To those who use PMO...

    Try adding this with an PMO controlled character.
    http://www.youtube.com/watch?v=bhM1eiymrVk

    For some reason, the camera glitches out whenever the game scrolls.
    I don't know why it happens, but this doesn't happen with a Fastloop Platform character.

  2. #12
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    Nifflas's Avatar
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    My main reason to not use it is that if I make my own movements, I can customize them better. Like, making a sloped roof that pushes the player down when you hit your head against it, or better wall climbing. There's no reason not to use the PMO if it covers everything you need to do. If it doesn't, it can be better to to create your own custom movement rather than trying get the PMO to work with something it isn't made for. If you find yourself building weird hacks around the PMO to make it work with the features you need, consider building your own movements, you may learn more about programming that way too.

    PMO and evented movements both has it's advantages, so it'd be silly to say that one option is always the best.

  3. #13
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    I like the default platform movement because it's simple, user friendly, compatible with every runtime, and it always acts as expected.

  4. #14
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    Reading the original topic (I need to get better at reading that carefully) which is a request for the motivation of using a custom movement, here are some things that are hard to do with the PMO and easier with a custom movement. Many can be done with the PMO but will require some hacky solutions, often to the degree that a custom movement will be easier.

    * Automatic sliding down slopes sideways.
    * Rotated gravity, jumping from walls and the roof.
    * Wall and roof climbing.
    * Moving platforms.
    * Jumping against a pixel in the roof and being pushed down a pixel without losing X speed instead of colliding with it.
    * Conveyor belts, wind, and other modifiers that affect the vector which the player speed and maximum speed is to be measured from.

    Once, I read review about a hex editor that stated "it's very unclear what the purpose this software is". My own answer would be "It's so you can edit the binary content of a file. If you don't know why someone would want to edit the binary content of a file, you're not a person who needs a hex editor". It's the same with custom movements. If the PMO does everything you need, stick to it because it is a great object. If you at some point happen to make a game that requires a movement beyond what PMO does, you'll notice. Then it'll become clear why you'd want "total control" as you put it.

  5. #15
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    How much faster is the PMO object in performance?

  6. #16
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    happygreenfrog's Avatar
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    Quote Originally Posted by Jacob View Post
    I like the default platform movement because it's simple, user friendly, compatible with every runtime, and it always acts as expected.
    PMO is also compatible with every runtime. The built-in platform movement is buggy, but also compatible with every runtime. Which one were you talking about?

    Quote Originally Posted by Nifflas View Post
    Reading the original topic (I need to get better at reading that carefully) which is a request for the motivation of using a custom movement, here are some things that are hard to do with the PMO and easier with a custom movement. Many can be done with the PMO but will require some hacky solutions, often to the degree that a custom movement will be easier.

    * Automatic sliding down slopes sideways.
    * Rotated gravity, jumping from walls and the roof.
    * Wall and roof climbing.
    * Moving platforms.
    * Jumping against a pixel in the roof and being pushed down a pixel without losing X speed instead of colliding with it.
    * Conveyor belts, wind, and other modifiers that affect the vector which the player speed and maximum speed is to be measured from.

    Once, I read review about a hex editor that stated "it's very unclear what the purpose this software is". My own answer would be "It's so you can edit the binary content of a file. If you don't know why someone would want to edit the binary content of a file, you're not a person who needs a hex editor". It's the same with custom movements. If the PMO does everything you need, stick to it because it is a great object. If you at some point happen to make a game that requires a movement beyond what PMO does, you'll notice. Then it'll become clear why you'd want "total control" as you put it.
    Moving platforms are done in the example file for PMO...

  7. #17
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    Yes, but it's still a bit limited with those. If you jump from a moving platform, it won't be as easy using the platform's movement vector as a reference point for the player, which changes how jump strength, speed, maximum speed works. With the PMO it'll be hacky. With a custom one, it can be part of it's core programming.

    Outcast: Impossible to say, depends on how the custom movement is programmed. The PMO is faster, but with most runtimes it won't matter.

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