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Thread: Dynamic Platform Movement

  1. #1
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    TheFieryPlumber's Avatar
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    Question Dynamic Platform Movement

    I'm starting to struggle with how my player interacts with moving platforms.

    Using The DavidN Platform Movement with the dxn-FastloopPlatform-accelconveyor.mfa from
    http://community.clickteam.com/threads/73880-Trouble-with-DavidN-s-Fastloop-Custom-Platform-Movement?highlight=davidn

    I added something to it.

    Currently, I've used alterable values (Horiz,Verti) and qualifiers to give to whatever is a moving platform or a moving platform detector. This should give the player character the opportunity to move with the most dynamic platform (Circular, Path-Moving, etc.).
    The problem is, I couldn't figure out how the vertical platform movement should be imputed. I've tried copying the "extra" Value from the horizontal movement to the vertical, but that didn't work. "without the Always-Set ExtraVert to 0", the player will start hopping whenever it's on a platform moving down; it looks alright as it moves up, but once the player hops off and back on to a backdrop, it starts hopping once again.
    "with the Always-Set ExtraVert to 0", everything's the same except the player will fall through the platform as it goes up.

    Lastly, there is a bug in the file dxn-FastloopPlatform-accelconveyor.mfa that I keep mentioning in the forum.

    When the player collides with a backdrop while on a conveyer 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.

    All I'm asking for is a widget or at least a set of instructions that gives Dynamic Moving Platform movement to the player (Horiz, Vert, Diag, Circ, etc.) as well as a fixed collision between the player and the backdrop whenever on a moving platform.

    I've sent this info to DavidN not too long ago, but since he's absent, I'll post it here.

  2. #2
    Clicker Fusion 2.5 Developer
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    Update-
    I'm still having trouble with the Moving Platform Movement, and because there was no response to it, I thought I might've missed something from the DavidN FastloopPlat Tutorial Document. But sadly there wasn't an answer for vertical platform movement...

    So I've decided to take a break from it, and attempt to add simple physics to block obstacles.
    I started with copying the gravity events from the PlatFastLoop Movement to the block obstacles, and it works for the one that falls first; but adding more than one causes the ones that falls afterward to slow it's fall.

    This is obviously an ID issue and I do have a simple solution derived from this-
    http://www.youtube.com/watch?v=_ca3-AMl6N8 (around the 5:30 Mark)
    But it's hard to work it with Qualifiers.

    I know ForEach object works with Qualifiers, but I don't know how to implement it properly.
    I replaced every fastloop event given the name "gravityOB" with a Foreach Fastloop giving the same name, but I'm still getting the same result.

    P.S.- Feel free to reply to the previous post, I'm really trying my hardest to look for a solution!

  3. #3
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    What I do is this.

    If it's a moving platform, I always set the actionspot to the upper limit of the platform. Then when the player is overlapping it in the fastloop, I set the players position to the Y of the platform -1, but make sure that its happening in the fastloop.
    If the platform is moving on the x-axis, it has an alterable value that is the number of pixels it moves every re-draw, and if the player is overlapping the platform but not doing a movement action, it will be moved by the same value as the platform.

    Was that understandable? I feel like I'm rambling

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    I see where you're getting at...
    But where exactly should I enter these events?

    -Should I add new events for vertical moving platforms?
    OR
    -Should I share the gravity fastloops events with VM platforms?

    P.S- Since you have an understanding with the horiz moving platforms, try testing dxn-FastloopPlatform-accelconveyor.mfa file located from the link above.
    - It's based on acceleration and deceleration horiz movement infused with moving along Horizontal Moving Platforms.
    - It's great, but as stated from the above, it's imperfect...
    I would ignore the bug if I didn't want the player to be able to move obstacles by pushing, so I don't want the player to be bouncing away...

    Thanks for sharing!

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    I'm gonna test that when i get the time

    What I do is this!
    The players gravity is in a group of events. When the player is standing on a platform that belongs to the qualifier group of movable platforms, all gravity forces are nullified by deactivating the group, and there is an event that sets him to the y pos of the platform. Once the player presses the jump button or is no longer overlapping the platform while the gravity group is deactivated, the gravity group is reactivated!

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    I have a couple of different qualifiers for platforms, and they may belong to more than one.

    One is for actives that act as obstacles, one is for actives that become platforms once your y-pos is greater than theirs(platforms that you can jump up through), and ones that are movable and thus affect your y-pos and x-pos actively, and every check against a background is done against all of them.

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    I'm starting to understand, and I also use qualifiers for identifying platforms.
    Heck, I'm even attempting to use qualifiers to make moveable obstacles which relates to the issues in the second post.

    What I'm absolutely looking for is a universal moving platform infrastructure. A group of events to have the player interact well with every moving platform.
    (horizontal, vertical, diagonal, circular, path, etc.)

    Once I execute the vertical moving platform, I will try to attempt this.

  8. #8
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    Diagonal and circular will emerge from having the player adjust its position to the platform x and y-wise. I'll try to make an example and show you!

    EDIT: Might take longer than I thought

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    Oh, cool! Thanks!
    Can you post the events required?

    Take your time, there's no haste!

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    Quote Originally Posted by TheFieryPlumber View Post
    What I'm absolutely looking for is a universal moving platform infrastructure. A group of events to have the player interact well with every moving platform.
    (horizontal, vertical, diagonal, circular, path, etc.)

    It's a little too early for me to mention this but, I am working on something that does just this. I am not ready to share this as of yet but once I get it fully working I will share it.

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