User Tag List

Results 1 to 5 of 5

Thread: create custom bouncing enemy movement

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    Simflare's Avatar
    Join Date
    Oct 2013
    Location
    Australia
    Posts
    374
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    create custom bouncing enemy movement

    Hi, I am trying to create a custom bouncing enemy movement, without the bouncing ball method. I am very new to MMF2 and still getting my head around controlling multiple AI mobs through events. I've got a custom movement that works great for 1 mob, but as soon as I add a second or third to the screen, the movement system breaks. I'm assuming it's because of the way MMF2 refers to each mob and their individual values through code, but despite reading tutorials I just can't figure out how to fix it. Any help would be appreciated. The example MFA is below. Thanks.

    Simflare

    springTest.zip

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    Simflare's Avatar
    Join Date
    Oct 2013
    Location
    Australia
    Posts
    374
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I thought I would add some quick clarifications:

    I created an 'jumpTimer' variable within the character, which is a custom timer that causes the character to pause when he lands on the ground before jumping again, after it reaches 10.

    There are two animations, a landing animation for when he's on the ground, and a springing animation as he's launching through the air.

    'jumpSpeed' controls the speed of his ascent, gradually decreasing to 0
    'fallSpeed' controls the speed he falls at, gradually increasing from 0

    'jumpCheck' checks whether he's on the ground (0), jumping up (1), or falling, (2)

    Landing on the ground resets all of the variables and changes the animation to 'stoppe

    the 'hop' loop is used to make him move left while he's in the air

    Looking forward to feedback you can give me on fixing the movement. It's important that he pauses on the ground before jumping off again.

    Thank you

  3. #3
    Clickteam Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleInstall Creator Pro
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    BartekB's Avatar
    Join Date
    Aug 2013
    Posts
    667
    Mentioned
    14 Post(s)
    Tagged
    0 Thread(s)
    Caused by a loop, might give a fixed version soon.

    EDIT: I was wrong xd
    EDIT2: The 'Only one action when event loops' causes this I think, so yeah.
    - BartekB, a.k.a Uppernate
    Join the Click Converse Discord! - https://discord.gg/R3WuvF3mHr

  4. #4
    Clickteam Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleInstall Creator Pro
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    BartekB's Avatar
    Join Date
    Aug 2013
    Posts
    667
    Mentioned
    14 Post(s)
    Tagged
    0 Thread(s)
    The fixed version is here. Have fun

    -Removed all 'Only one action if the event loops'
    +Replaced then with alterable values that are 0s, but turn 1s if the event has been triggered (So the event won't happen again FOR THE MOB)
    They turn back to 0s if the value is opposite of the event that needs to be triggered (eg. JumpCheck = 1)

    EDIT: I accidently removed Every 00:01 :S
    - BartekB, a.k.a Uppernate
    Join the Click Converse Discord! - https://discord.gg/R3WuvF3mHr

  5. #5
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    Simflare's Avatar
    Join Date
    Oct 2013
    Location
    Australia
    Posts
    374
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    That works brilliant! Thank you so much I had no idea that 'only one action when event loops' could cause this kind of problem. Thanks a heap to both of you!

Similar Threads

  1. Custom Bouncing Ball Movement Stopping Bug
    By Top_of_the_Temple in forum Multimedia Fusion 2 - Technical Support
    Replies: 4
    Last Post: 24th August 2013, 08:56 PM
  2. Help with bouncing enemy movement
    By Enchantainment in forum Multimedia Fusion 2 - Technical Support
    Replies: 6
    Last Post: 20th December 2012, 06:18 PM
  3. Spaceship movement left and right trought bouncing ball movement instead 8 direction?
    By daryuss in forum Multimedia Fusion 2 - Technical Support
    Replies: 3
    Last Post: 22nd May 2012, 09:33 PM
  4. Replies: 3
    Last Post: 24th March 2010, 02:03 AM
  5. Enemy hopping / bouncing on platform
    By JoshHarris in forum Multimedia Fusion 2 - Technical Support
    Replies: 1
    Last Post: 23rd January 2008, 05:52 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •