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Thread: platformer problems

  1. #31
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    Go to the event for the attacks, look at all the actions.
    For what is the setting of the Platformer Movement Object's max velocity to 200 (from original chaos platformer file) ? I'm not sure about the purpose of that one.
    2. Can I adjust the speed of animation per frame and not as a whole? like say, I want to make 1st frame of an animation animate longer than each of the rest of the frames? or do I have to just clone the frame as a workaround for this issue?
    No, you can add events to change the animation speed on the fly, although if these different animation frames are dependant on the stage of the attack, then it is probably better to manually animate it with code (have an animation speed of 0, and change the animation frame when you get to the different attack stage).
    what do you mean by "attack stage" ?

    3. For Attack 1-1, I need the damage to be dealt just once always. But for Attack 1-3, I need the damage to be dealt for every punching frame (like maybe deal 5 damage every frame), is that possible? I'm thinking I have to copy that several times with each event having a different frame-related condition? is there a shorter way of doing it? So I would like to know both ways (always dealing 1 damage for whole anim and also dealing damage per frame)
    This is certainly possible - almost anything in 2D is possible with Fusion. We could reset the "canhurt" value when the animation frame changes, depending on the current animation. You don't need to copy the whole hurting enemy code for all the different kinds of attacks if we just reset the canhurt value.
    what conditions do you use to reset the canHurt every change of frame (of same animation). I am specifically referring to Attack 1-3 animation's punching frames.
    Can you give me an example?

    and also, in the file I gave you, the button-mashing combo doesn't work. Did I miss something? I mean Attack 1-2 is not playing when I press x while I am in Attack 1-1 animation.

  2. #32
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    For example:

    +Animation Attack 1-3 is playing
    +Current frame of animation is 2
    ->Set Canhurt to 0

    Note the frame numbering is 0 based (the first frame is 0, second is 1, and so forth).
    So I still have to do that code for every frame that will deal damage?

    Like this?

    +Animation Attack 1-3 is playing
    +Current frame of animation is 2
    ->Set Canhurt to 0
    -> Set damage to 5

    +Animation Attack 1-3 is playing
    +Current frame of animation is 3
    ->Set Canhurt to 0
    -> Set damage to 5

    +Animation Attack 1-3 is playing
    +Current frame of animation is 4
    ->Set Canhurt to 0
    -> Set damage to 5

    +Animation Attack 1-3 is playing
    +Current frame of animation is 5
    ->Set Canhurt to 0
    -> Set damage to 5

  3. #33
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    hmmm, considering the functions of MMF2 and the ways needed to implement what I need so far, would it be more orderly to separate the attacks into 2 groups: pressing buttons and dealing damage?

    for example:
    for pressing:
    +upon pressing X
    +PMO: object is standing on ground
    +alterable value C of Players group < 14
    -> change anim to Attack 1-1
    -> set alterable value C to anim number of players group
    -> set max x velocity of PMO to 200

    for dealing damage:
    + Anim Attack 1-1 is playing
    + frame = X (whatever frame I want is X )
    -> set canHurt to 1
    -> set damage
    -> set speed
    -> set direction
    -> set gravity
    -> set acceleration
    -> set deceleration
    -> add Dir(players) to attack direction
    and for the damage per frame, it should be like this?
    +Animation Attack 1-3 is playing
    +Current frame of animation is 2
    ->Set Canhurt to 1
    -> Set damage to 5

    +Animation Attack 1-3 is playing
    +Current frame of animation is 3
    ->Set Canhurt to 1
    -> Set damage to 5

    +Animation Attack 1-3 is playing
    +Current frame of animation is 4
    ->Set Canhurt to 1
    -> Set damage to 5

    +Animation Attack 1-3 is playing
    +Current frame of animation is 5
    ->Set Canhurt to 1
    -> Set damage to 5

  4. #34
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    Nah. I'm ok. I did posted a thread before this and seems like platformers are not the interest of most people here. Nothing bad with that though. Just a question though, is there a way to re-order the animations of the hero? I want to put the 2 attacks of the original character (from chaos file) to the end, so that I can already finalized the numbering of the animations. I will delete the said animations later on, once I have studied them. Or should I delete them now and study from the other level (original copy) ?

  5. #35
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    Ok. That makes sense. Most people are in the 2.5 forums. Sorry about that.

    Can I just copy and then paste and delete the first (original) anim? I'm only concerned about the order.

  6. #36
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    ok. What I always did (before asking about it) was copy all the frames (ctrl+c) and paste them into a new animation or the opposite side. And for facing left, select all again then right click flip horizontally.

    I noticed the "can delete only the last" part also applies to alterable values/strings. That's one weird feature?

    How did you disable the group of Pirate Gun? I can't enable it.

    Now I will try coding the attack of Pirate-Gun to test the damage system of the player (I mean how the player uses his own damage poses and receives damage). I'll take care of the Pirate-Gun AI later after this.

    Edit1:
    when I run the application, why is the pirate-Gun always faces left (or the hero) ? can you tell me which event does that? Because I know the default should be facing right side

    Edit2:
    I have added temporary AI to the Pirate-Gun (basically he keeps shooting non-stop). Any ideas on how to implement the damage (both in value and the damage animations) the hero will receive? like stand damage, air damage (fall up and fall down), the bounce off the floor after falling, lie down, get back up. all those poses. or I can simpify them and combine some of them.

    Edit3:
    Is there a way to code a guard? like if I hold a button, I use guard and the attacks won't work? although I need a way to make it not always work, since I could just guard forever to avoid taking damage. separate animations for stand and air guard

  7. #37
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    I'm sorry I explained the hero's damage system wrongly. Remember the pirate-gun and all future enemies' damage system? They would each receive the same damage from the hero's punch1, same damage from hero's kick1, same damage from hero's punch2, and so on.

    I would like to do the same from the hero's point of view. So the hero would receive the same effects (damage, those 6 or 7 pushback parameters, and whether the hero would fall or not) from each attack/bullet.

    So for example only, pirate-gun's (each) bullet will always deal 30 damage, make hero go backwards by 10 pixels, does not make hero go up in air, does not make him fall.

    The "fall" is like a yes or no (or boolean or true or false) thing because I want to be able to code in the future some attacks that make a enemy/hero "fall" directly to the ground without the one being attacked going up in air. The "fall" also means the hero/enemy would use his "lie down" pose.

    So basically, 2 types of damage (animation-wise)
    1. stand damage:
    show stand damage pose
    go back to stopped anim

    2. air damage: these poses can probably be simplified into 3 (fall, lie down, get back up)
    show fall up pose
    show fall down pose
    show bounce off the floor pose
    show lie down pose
    show get back up pose
    show stopped pose

  8. #38
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    Hi, I sent the updated file to you. I have problems regarding the damage system of Luffy. I already have a dummy object in the frame (I want to use the pinball movement suggestion you gave).

    I forgot to mention, for some reason also, the z button attack doesn't work. I checked the conditions/actions to be same as the working x button attack.

    The 3 hit x button combo already works. I'm not sure why the z attack doesn't work.

  9. #39
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    Ok thanks. I will check the events.

    I noticed some things (not related to the new changes):

    Is there a way to disable the functioning of left, right, up and down buttons when my animation for attacking? or should I just set the velocity and jump strength to zero when my animation is for attack and I press any of the arrow buttons? I also tried adding 2 events (1 for pause movement during attacks, 1 for unpause movement) and it still did not solve it.

    When I hit the Pirate-Gun, the next time it shoots the bullet, the direction of the bullet becomes upwards diagonal.

    Can an object have 2 qualifiers? how will that affect the variable situation of the qualifiers?

  10. #40
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    Yes. just check the value of that alterable value C isn't within the range of animations for attacking.
    yeah, alterable var C is less than 20 is the condition, but what action?

    You mean when you attack the enemy? Maybe its direction is still diagonal. Try putting an action on the stop enemy events for setting their direction to left or right.
    what do you mean? The bullet was an active object that was launched by pirate-gun at speed 50 from direction of Pirate-Gun.

    which options should I choose?

    If I choose relative to Pirate-Gun, the bullet is automatically shot downwards (even before I hit Pirate-Gun)

    Yes. AFAIK there is no limit to the number of different qualifiers an object can have. I'm not sure what you mean by the second part of your question. You must keep in mind if an object has qualifiers for two different things, anything applied to either of those qualifiers will apply to that object unless you specify otherwise.
    For example,
    Active object X has qualifiers Y and Z
    Alterable Var A of X is different from Alterable Var A of Y and also different from Alterable Var A of Z ?

    You said to use the letters in the start of names of the vars of objects, right? Was that because Alt.var. A of an object is automatically the same as Alt.var. A of its qualifier? or it was just for easier notation (for objects with 1 qualifier)

    This is the issue I was thinking.

    Edit:
    Now that I think about it, the event that makes the bullet destroy itself when it collides with a backdrop is not working.

    I already updated the MFA file further now.

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