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Thread: platformer problems

  1. #21
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    Can you try check if the opposite effect of uppercut (which is downwards, like if the hero slams down the enemy while both are on air) is also working? Also for pulling (pulling enemy closer to the hero).

    I know the pulling might not make sense as an idea, but I will be needing it later on.

    I can now know why making a standardized damage system is not easy.

    Edit1:
    Can't I just use platform movement for goons and other enemies and disable button control?

  2. #22
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    Well, the downward and the pulling are, in theory, just using negative values for x and y (because using positive x and y values results in pushing and/or hitting upwards). At least that's the logic I got from the other game engine I used before. What I had in mind was, because I currently have only 1 attack coded so far, just change the values of x and y of that attack temporarily for testing the pulling and/or downwards. Anyway, let's just take it one at a time I guess. We're on the upwards movement of the goon at the moment.

    I have had a idea right now. I don't know which (fastloop, pinball, PMO, normal platform, or others) will work with this idea. Basically, when I hit the goon, the goon retrieves my (red active object's) x and y values, then the goon moves by 1 or more pixels per unit time until it reaches the x and y values. Now, gravity is always applied to the goon (even during idle time/not being hit). Pirate-Gun has no jump and is not intended to jump, but for future goons with jumps, the goon with jump can jump like a player controlled char.

    I don't have the exact formula in mind, but I think there should be a division formula for how many pixels the goon moves based on x and y values. like if I have 100 as my x value, the goon should be pushed faster than when I have 30 as my x value. so the number of seconds it will take for the goon-pushing to take effect should be variable and directly proportional to the x and y values. Now this will become a more complicated issue since there are x and y, so I guess average of x and y first.

    Like:
    number of seconds it will take for the goon-pushing = (average of x and y)/Z

    the formula above is not exact. I don't know what z is supposed to be, maybe 10?

    so example
    if x = 100, it should take 10 secs to reach the 100 units of distance of push/pull/down/up movement
    if x = 30, it should take 3 secs to reach the 30 units of distance of push/pull/down/up movement

    again, I'm not sure if x and y are taken into consideration.

    ah, my head hurts from thinking of ways to fix this.

  3. #23
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    whoa, I was out the whole day and only saw this now. The codes look more complicated than before. I thought you would use the control x thing. Anyway, is there a way to make their movement (for pushback) more natural? like the gravity is noticeable and the trajectory is a bit like curved instead of straight line when falling down? Also, when you try some values, sometimes the goon still end up in mid air.

    I'll try to make another copy later and try another method myself

  4. #24
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    Oh, I was just trying to give ideas that come from my mind. I was trying to have a "brainstorming" of ideas. I'm sorry. I didn't know you would implement it immediately.

    You still have copies of the old pinball movement codes?

  5. #25
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    ok. so according to my understanding,

    direction - rightward/leftward?
    speed - is this for both vertical and horizontal speed?
    gravity - this refers to an increasing downward falling speed? like you know, real life gravity
    deceleration - not sure where this part comes up?

    About the bouncing when the goon hits an obstacle, can you do it like maybe just make the goon fall down (either straight down or continue the diagonal downward fall)? because if the char literally bounces off wall/ceilings/floor, it might look weird because it's a person, not a ball.

    Also, this is just a question for possibly lesser work (for me), is there a code to "flip horizontally" all animations of my player/goons when they're facing the left side? you know, so I can possibly avoid having to copy the right side frames to left side and flipping them horizontally per anim (stopped, walking, jumping, etc.)

    as you can see, as I'm only concerned with coding a standardized damage system, I only coded 1 attack so far and not yet added the left side frames, which would be more tedious I suppose the more anims/chars I would need to work on.

  6. #26
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    oh I just tried it now. I think it works very well. I just have to get used to these variables.

    So if I understood correctly, whenever I add a new attack, I will just do the following:
    Set canHurt to 1
    attack damage
    attack speed
    attack direction
    attack deceleration
    attack acceleration
    attack gravity
    add direction to attack direction

    and nothing more?

    The pushback group won't need to be changed if I add a new attack?

    Does the codes right now also account for the situation of hitting the goon while goon is mid-air?

    I just skimmed through the codes right now because I'm doing something right now. thanks a lot.

  7. #27
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    What minor adjustments are needed to be made? I would like to try adding some new attacks after everything is finalized regarding this damage system.

    Oh, btw, about the Direct3D9, I extracted them to my MMF2 installation folder but I only see (Standard, DirectX and DirectX + VRAM) as Display options.

  8. #28
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    ok. I'll try to code some new attacks later and see what happens.

    I extracted the zip you gave me to the MMF2 folder. My MMF2 is R251? I'm not sure how old this computer is, but I think it can handle DirectX 9.

  9. #29
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    I replied to the PM. thanks.

  10. #30
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    Hi, I am trying to add new attacks, but first, I want to add a 3 hit combo (by tapping the x button 3 times).

    Basically, I have 3 animations (Attack 1-1, Attack 1-2, Attack 1-3)

    Only when I am in the Attack 1-1 animation's 3rd frame or later, I can use Attack 1-2 by pressing x, same for the 3rd attack

    I have some questions:
    1. For what is the setting of the PMO's max velocity to 200 (from original chaos platformer file) ?

    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?

    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)

    4. Aside from the updating of my MMF2 to get that DirectX9 (for the flipping horizontally of sprites for facing left), is there any other way to do it? I'm thinking I can use a string or variable for the red active object to determine if the player is facing left or right, checking it every tick, but I'm not sure if there is an appropriate action for that condition.

    5. Can I add crouching to my hero? like hold press down button and the hero stays crouched? and goes back to stopped anim when I release the press of down?

    I'll send the updated MFA thru PM

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