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Thread: platformer problems

  1. #51
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    OK. I'll try that jump right now. I meant by "manually coded" as the jump that isn't built-in feature. I think I meant that similar to how you meant "custom movement". or did you meant "custom movement" as anything else?

    http://oi60.tinypic.com/ieiera.jpg
    Can you help me here? It's about the "random" again. The left half of the picture doesn't work (sometimes it doesn't work), but the right half works. But I needed to have both run and walk for left and right. It's basically for AI when the goon collided with the sensor.

    Edit:
    The jump doesn't work
    http://oi58.tinypic.com/30cne46.jpg
    here are the events. as it is in the pic, it doesn't move at all.

    I tried adding "start" as the first action for both the jump and fall events, but it just directly falls down.

  2. #52
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    I can't edit my previous post anymore. I apologize for double posting.

    The jump and random I mentioned above still has problems. The jump needed a 3rd event like this to work like a jump:

    + Goon Animation Jumping is playing
    -> Set direction to all upward directions

    There are another issues I found.

    Since my walls (side), ceilings (top) and floors (ground/bottom) are backdrops. How do I stop my upward movement (when goon is jumping up) and also stop downward movement (when falling on backdrop) ? I already made the "stopping when falling down on backdrop" part, but sometimes, the goon stops when he is below the floor by a few pixels already. I already adjusted the gravity countless times but it still sometimes goes below the floor by a few pixels. About stopping when going up, I used this

    + Goon Animation Jumping is playing
    + Goon direction is any of all upward directions
    + Goon is overlapping a backdrop
    -> Stop
    -> Set State to Air
    -> Set gravity to 20

    But it prevents me from using the jump altogether

    About the old damage system, can you tell me again why you are adding the direction of group "player" to its own "Deal Attack direction" ? I am confused about it. I successfully coded a simple damage system (for goon), but, the direction is based solely on the 0 to 31 value. I still want the direction of the enemy based on the player's direction (so the pushing/pulling system concept is there like I originally wanted from the start)

    Edit:
    I think I fixed the jump at the moment. I isolated the jump (disabled everything else) and triggered the jump by key press. I would update this post tomorrow if I successfully integrated the jump into the AI. The random issue still persists.

  3. #53
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    I'm finishing the single instance of the enemy before I try ForEach. I still have problems regarding the random(2)+1 issue. Do you know why the random is apparently not working? I also tried adding "Limit to one action if event loops" but problem still persists

    Can multiple objects and/or multiple instances of same object use the timer independently?

    I also looked at the ForEach example file in Examples folder. I'm not sure how to use it (for my situation) after setting the ForEach loop. Do I just add the ForEach loop condition to every single event of my enemy?

  4. #54
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    It's in my last post in page 10. Anyway I quoted it below
    I meant by "manually coded" as the jump that isn't built-in feature. I think I meant that similar to how you meant "custom movement". or did you meant "custom movement" as anything else?

    http://oi60.tinypic.com/ieiera.jpg
    Can you help me here? It's about the "random" again. The left half of the picture doesn't work (sometimes it doesn't work), but the right half works. But I needed to have both run and walk for left and right. It's basically for AI when the goon collided with the sensor.
    What's does the reverse function of pinball movement do? MMF2 help doesn't explain it enough for me.

    There is a trick for this with the pinball movement, use "bounce" then "stop" in the same event.
    I did just that as you said but what happens is that when the enemy still lands below the floor, the next time I press the key to jump, the enemy just moves up a few pixels (correct floor level).

    What I meant is that my jump event is still isolated, everything else about the enemy is disabled. I haven't integrated the jump into the AI yet.

    here is my current jump
    http://oi58.tinypic.com/2w74wgn.jpg

    Not really, you would have a value on each object that acts as a timer.
    Eg. set alterable value B (timer) to 1

    +timer >=1
    ->add 1 to timer
    Sorry. I don't understand what you meant.

    For example:
    T is the var to act as timer

    +Condition required here to start timer
    -> Set T to 1

    + T>= 1
    -> add 1 to T

    then
    + condition required to stop timer
    -> Set T to 0
    is that what you mean?

  5. #55
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    Right now I have coded a Enemy collision box object (that acts as the goon) that has another object that acts as its appearance (Swordsman).

    Can I use the same enemy collision box object (not clone) for other enemies (gunman, enemy that throws daggers)?

    Right now, at start of frame, Enemy collision box object creates a swordsman object. I'm not sure how it will work if I'm working with multiple enemies using same collision box object. I might need to use that "random" function again which haven't worked for me.

  6. #56
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    There is a trick for this with the pinball movement, use "bounce" then "stop" in the same event.
    I did just that as you said but what happens is that when the enemy still lands below the floor, the next time I press the key to jump, the enemy just moves up a few pixels (correct floor level).

    What I meant is that my jump event is still isolated, everything else about the enemy is disabled. I haven't integrated the jump into the AI yet.

    here is my current jump
    http://oi58.tinypic.com/2w74wgn.jpg

    Yes, if you are happy for the box to have the same dimensions and values (if any). You'll still need to use spread and loop or foreach to avoid selection issues. You don't need to use random unless you want some randomness to their movement, in which case even then there are alternatives, such as x out of y chances at random.
    I meant will I need to use random for the collision box to determine which specific type of enemy object will it create? like which between swordsman and gunman enemy

  7. #57
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    Is it possible the calculation of values in alterable values are not being solved in time for it to take effect?

    I think I understand the problem now of my damage system, the value input and going through a calculation and transferring the value to another alterable value is not yet done when the attack actually hits the enemy.

    Is this possible? I have checked the events already which are on top (for the reading top to bottom of codes). I think this is the only issue I can think of so far.

    What can I do to fix this?

  8. #58
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    I am still fixing several issues so I can't send you at the moment. I think I fixed the alterable value issue (at least that's what I get through testing for now)

    The backdrops I used for ceilings/walls/floors have been replaced by active objects with qualifiers 0 (ceiling), 1 (wall), 2 (floor)

    Then, for enemy (with pinball movement), when it collides with floor object, I set its gravity to 0. I only apply gravity when enemy is on air (jumping or being hit upwards). Is this correct? or should I apply gravity even when enemy is colliding with floor object. This is related to the problem below.

    I have a problem here
    http://oi61.tinypic.com/rkqavb.jpg
    When I hit the enemy from the position of the player in the pic towards the air, the enemy gets stuck in mid-air

    So I used an event like this:
    + enemy is not overlapping floor object
    + enemy's alt. string state is damage
    -> apply gravity here
    -> change animation to falling

    But it gets stuck at falling animation (without being pushed or moving from its position from before getting attacked)

    Also, can you help me here?
    http://community.clickteam.com/threads/84963-Are-these-ideas-possible-in-MMF2
    For the first idea, I have events that always sets the attack's direction to the player's direction, so I can't use the rotated directions as suggested by that other person. But regarding my formula, I think it's correct?

    For 2nd idea, MMF2 doesn't have that feature for applying a "color layer" over the whole sprite?

  9. #59
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    This forum was down earlier. Good thing it's working now.

    Can you please be more specific? What precisely is it about the damage system which isn't working? It will take too long for me to go through the code to isolate what problems there are.
    direction of enemy while in damage. So far, I have only tried coding 2 situations, namely the groups
    ENEMY DAMAGE: State = Stand, Horizontal hit (0 or 16), Fall = 0
    ENEMY DAMAGE: State = Stand or Air, Upward hit, Fall = 1


    the other "ENEMY DAMAGE" groups are empty inside. I haven't coded them yet.

    as well as failing to code correctly the bouncing off the wall objects when enemy is either in Movetype = damage or Idle (this may have to do with the physics variable whether to apply it or not)

    As of the version I gave you,
    z button should push away enemy, but enemy's direction is 15 (slightly going up each time as seen in edit box)
    x button (first of 3 attack combo) should push enemy upwards diagonally (this got messed up)

    You can simply add animation attack (or whatever) is not playing condition to any event for changing direction (or a range of alterable values if you still have a system of keeping the animation number stored as a value). If you have your direction and movement events combined, you may consider splitting them.
    where do you add that condition?

    What I tried in group Player Attacks (Normal) - Damage (animation/frame-based) 4th and 5th event from top was this

    +alt.val.C >= 40 (this means animation is for attacks)
    +current frame = 0
    -> set alt.val.A -> direction of player collision box

    +alt.val.C >= 40 (this means animation is for attacks)
    +current frame >= 1
    -> set direction of player collision box to alt.val.A

    that (preventing change of direction) works but, try moving left and right then press z or x, you can see he will face the other side sometimes

    The jump isn't working because those conditions are not met. Do you use the debugger? There you can check the current values and strings on any active object. Something else in your code must be changing those strings.
    ok. i'll look at it again.

    - I did 2 ways of calculating the direction of enemy pushback, but when you use the z button attack, the enemy collision box's direction is 15 (should be 16). I'm sure either of my calculations are correct.
    Where are the events for this?
    2 groups called:
    Player - Attack Directions Calculation (manual setting of values)
    Player - Attack Directions Calculation (manual)

    The 2nd group (enabled group) actually uses formulas, but just the same, the edit box shows that neither manual nor formulas work (enemy is moving in dir. 15 when it is supposed to be moving in dir.16, among other situations)

    Review your movement events. You must exclude this animation or state on any event for direction or movement. If that doesn't work, then check that there isn't a moment that the animation or string for guarding (if there is one), is being changed.
    Ok I'll check it again.

    You mean this? 45+J Deal Atk Deceleration( "PMO: Player" )
    You must check the value J is correct.
    Ok.

    Can you tell me if I need to apply gravity even when enemy collision box (with pinball movement) is on ground ? or just when in air?

    About my other thread, the "color effect" on sprites is really not possible in MMF2 through coding events?

    Is it possible to make a "countdown timer" (starting with 2 mins counting down to zero), or "earthquake effect" ("shaking" of all objects at the same time), or pausing animations of all objects in the frame/level through one or few events only in MMF2? I was looking through my extensions but none seems to give these features, or I might have missed some.

    thanks

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