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Thread: Moving platform collisions (solved!), but just one question!

  1. #1
    Clicker Fusion 2.5 DeveloperiOS Export ModuleSWF Export Module
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    Moving platform collisions (solved!), but just one question!

    I am getting close to being finished with the platform engine for my new game. All it's lacking now (that I have planned to add so far) is swinging ropes.

    However, getting those moving platforms to work was quite a chore. Any attempt to do pixel collision checks (where one object overlaps another) between the player's detectors and the platforms failed randomly - especially with vertically moving platforms moving at high speed.

    I solved it by ignoring collisions altogether - instead I checked the positions of the edges of the objects against each other, to see if they were overlapping, and that seems to work so far.

    My question is if there is anyone else that has run into similar issues when creating moving platforms using fastloops? I am curious as to why overlap checks does not seem to work reliably in these situations. I would really love it if detectors worked, since they generally produce less code.

    I am attaching an exe for anyone interesting in seeing the result so far. I will likely provide the project file once it's done as well, so people can use it as a base for any platformer, but I want to finish it first. Keep in mind that everything but the character is just placeholder graphics so far, so don't expect much

    Controls:

    Move left and right: left and right arrow keys
    Jump and double jump: Z
    Wall jump: Hold Z and use the arrow keys to bounce of walls.
    Swim: Tap Z repeatedly
    Climb: Press up to grab ladders, and press up and down to move on them
    Fall from platform: When standing on a jump through platform, press down to fall down from them.

    Window controls:

    Scale window with + and -

    F for full screen
    W for windowed mode
    Q to quit
    Attached files Attached files

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    darkmanx_429's Avatar
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    The mfa would be better...

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    Clicker Fusion 2.5 DeveloperiOS Export ModuleSWF Export Module
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    Since the problem described is not an issue with the solution I used, the MFA will do no good to examine it. I was merely curious about if others have run into the same problems with moving platforms that I did, and if anyone knows if there is a bug with pixel overlapping detection when running several loops at once.

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    Do you need to know how to do swinging ropes too? cuz i figured those out

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    Quote Originally Posted by ColeFTW View Post
    Do you need to know how to do swinging ropes too? cuz i figured those out
    Thanks, I started making them, but figured they would not suit the game play of this particular game. I am very close to starting to create actual content now (I cheated and drew a portrait for the main char, for dialogues ). The last things I added was a Super Metroid/Castlevania(SotN) style map HUD and a dialogue system (mostly used for reading signs and stuff).

    Two screenshots attached, for anyone interested. Screenshot 1 has the map displayed (it's rather small, as the game only consists of two "rooms" yet), and screenshot 2 shows some dialogue.
    Images attachées Images attachées

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    This looks epic. Keep going!

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

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    Clicker Fusion 2.5 DeveloperiOS Export ModuleSWF Export Module
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    Quote Originally Posted by nivram View Post
    This looks epic. Keep going!

    Marv
    Thank you. It's probably a project that I will go all the way with (which is very rare for me >.<). I wonder, if I want to get feedback from this community during development, where is a good place to post? I have yet to find a section dedicated to sharing works in progress. I'll likely set up a web page and use youtube later on, but this early in the process I don't want to release stuff to "the public" (random people on the internet, as opposed to developers on these forums).

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    Quote Originally Posted by ColeFTW View Post
    Do you need to know how to do swinging ropes too? cuz i figured those out
    if you could post an example, i'd reeaaally appreciate it!!

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    Everytime the player jumps or falls the frame rate drops from 60fps to 45fps. I'm using a Core 2 duo with 4gb ram (Mac Mini model 2011).

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    Quote Originally Posted by loglady View Post
    Everytime the player jumps or falls the frame rate drops from 60fps to 45fps. I'm using a Core 2 duo with 4gb ram (Mac Mini model 2011).
    I tried the engine on that same Mac Mini, but in MacOS, and can indeed verify that the frame rate is less than desirable (even less in MacOS, actually, but I guess that's to be expected). It could have something to do with DirectX (or lack thereof), but code wise there is nothing really weird going on as far as I can tell. Jumping and falling is managed with fastloops, and maybe the fact that the y movement fastloops are nested with loops checking for collisions with moving platforms might cause an issue. I don't know how to work around this though, as the collision checks really have to be there.

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