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Thread: How to stand on a moving platform?

  1. #1
    Clicker Fusion 2.5

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    How to stand on a moving platform?

    I`m having a issue where I can`t figure out how to program my player to stay onto my moving platform I created. Considering my moving platform is a active object, it`s also a bit frustrating at times when i`m trying to find a solution

    Heres my mfa file: http://www.4shared.com/file/-iXuS029...d_project.html

  2. #2
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    Have you tried changing the X for the player to the same as the moving platform?

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

  3. #3
    Clicker Fusion 2.5

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    Yes, but my player just goes right through it.

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module

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    This issue is fixed in Fusion 2.5, however there are ways to manually do it in earlier versions.

    Many many moons ago (and I mean MANY!) back in The Games Factory 1 days I created a game with moving platforms. The platforms used a path movement going right to left and the character used the built-in platform movement. I had one event that had the character stop when it collides with the platform, and another that set the X position of the character to the X of the platform (with the hotspot of the platform at the top middle, and hotspot of the character at the bottom middle.) It worked somewhat, but was a bit glitchey as the character stood directly in the middle no matter where you landed, and couldn't actually walk on it.

    A better method I used in recent years is to put an invisible sensor on the bottom of the character. When the sensor is overlapping the platform, the character's X position will change to X+2, or X-2, depending on the direction. Now you want to make sure that the platform is moving at the same rate, so don't use a path movement. Instead, have it constantly moving X+2 or X-2. Use flags to control this, On to move right, Off to move left, and toggle when it hits the background or whenever you want it to turn around.

    Your event editor will look like this:

    -Sensor events
    Always_______________________________Set X position to X (Character)
    _____________________________________Set Y position to Y (Character) This all depends on where the hot spot is on the character, I normally put it at the bottom middle.

    -Character events:
    (Senor) is overlapping (Platform)__________Set X position to X (Character) + 2
    +(Platform) Internal flag 0 is on

    (Senor) is overlapping (Platform)__________Set X position to X (Character) - 2
    +(Platform) Internal flag 0 is off

    -Platform events:
    (Platform) Internal flag 0 is on____________Set X position to X (Platform) + 2

    (Platform) Internal flag 0 is off____________Set X position to X (Platform) - 2

    (Platform) is overlapping the background____Toggle flag 0

  5. #5
    Clicker Fusion 2.5

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    Alright mutant dude, I modified my moving platform and decided to use your method. But now my moving platform wont work with my detectors to turn it around and I still can overlap my player onto it.
    What to do now?

    http://www.4shared.com/file/LuzFXfjp...project_1.html

  6. #6
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module

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    I'm not able to open the 4shared link you have there.

    I've attached an example of the moving platform using the method above, you could take a look through it to see how it's done. It uses the Platform Movement Object but you can do the same thing with the built-in one.

    moving_platform.mfa

  7. #7
    Clicker Fusion 2.5

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    Oh no, I actually made a custom movement myself, but to save you the hassle I will see what I can do.

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