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Thread: Reasons for not using the PMO object?

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    Question Reasons for not using the PMO object?

    So I know this have been brought up before about using the PMO object vs your own custom made. But after I have gone and done some custom made movements, and looked at other peoples custom made movements (primary platform movement) I still don't get the real benefit of using them over the PMO object? Is there some major advantage to doing your own? I hear people say they want "total control" as an argument, but can someone give an example of something that can't be done with the PMO in regards of platform movement?

    It is just so simple to use, and as far as I know supported by all runtimes. I even heard it was faster in performance then doing it yourself, but I am not sure about that.

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    People will generally use PMO if they're making a basic platform game.
    I'm not saying you cannot make complex games with PMO, but it's tougher to keep track of complicated events when merging them with PMO...

    For example: I've tried PMO, and it worked like a charm until I tried giving swimming and climbing controls to the player; the player does move well, but when it comes across a ladder or body of water, it either froze in place or fly off screen.

    The reason why some prefer custom movement is because it's easier to organize commands for novice to advanced programmers since every event they've imputed are organized linearly and chronologically from top to bottom. Glitch in an object? Read through the codes and find the mistake.

    Unless you know everything about PMO and its codes, you won't know which event is being controlled first; whether it's the horizontal movement, the vertical movement, or the collision movement. If you don't know any of this, the only way to make PMO work the way you want it to is with lots and lots of trial and error.

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    I try to use the PMO in most cases, as it's already bugless and you can concentrate on doing other code. Sometimes it might be better to do your own code (all my game's enemies use a custom engine that's assigned through qualifiers), but it's generally better to use the extension as it has a faster performance than mmf code.

    The only drawback I've found is that the positioning of objects is done at the end of the loop, so you're always going to be 1 frame behind relative to the position of the object moved by the PMO. But you can do a few workarounds to fix or conceal that.

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    PMO can't do things like sideways gravity (although I did get it to do upside down gravity) if you want that in your game. Although I guess you could compensate and make your own in concert with PMO, maybe even with functions of PMO itself.

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    you could easily do sideways gravity using additional x velocity. As for swimming and ladders etc. this is all really flexible and solid using PMO. I can't think of a good reason to not use PMO.

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    I use a modified version of DavidNs movement, and I personally find that I'm more comfortable having control of every aspect of it I don't know if there's anything specific that can't be done with the PMO though.

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    I've never bothered with PMO because I feel like if I'm going to make a platformer, I want to control all aspects... using a movement object is like moving a built in MMF movement to me. You lose full control.

    I don't want to have something not work the way I want, and have no idea why it isn't working. Also is PMO very platform friendly?

    I tend to try and stick with the most basic extension use possible, in order to be as cross platform and user friendly as possible.

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    PMO works on basically every runtime.

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    I can come up with 2 good reason not to use the PMO

    1
    I dont have controll over where the PMO events trigger relative to my code

    2
    I dont know what the PMO variables represent

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    And I have 5 good reasons to use it:

    1. It is very stable.

    2. It is compatible with virtually every runtime.

    3. It handles slopes for you, an otherwise very difficult task.

    4. It is more user-friendly than the fastloop platform movement (for beginners at least).

    5. It is flexible.

    I could list more, but I think I've made my point.

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