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Thread: RPM - Rage's Platform Movement

  1. #161
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    By default, RPM requires you to hold "Up" to grab on to a ladder. This is why the character keeps jumping past it. If you want it to work like the Physics Platform movement, use this code. I recommend using this with Ladder Jump enabled, as it may not work right otherwise:

    laddergrab.png

  2. #162
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    Playing around with the engine and really liking it. Was wondering the best approach to add "bad guys" that are more active then stationary obstacles like spikes etc? I didn't see anything to branch off of or extend, so I figured I'd ask before I go my own way.

    Also wondering how large of levels you have tested out, size wise and object wise? This is just more out of curiosity, haven't ran into any issues.

  3. #163
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    Enemy design is independent from the main engine itself, so you'll have to code in your own systems. The spikes just give you a basic idea on how getting hurt works. I've attached an example I created for the Shantae HTML5 test. It's a basic go left/right enemy that has collision damage depending on Shantae's state. You'll need to paste in the RPM objects/events in order to use it properly. Check out the behaviors for the characters as well (Shantae has two different knockdown states for example)!

    I've tested RPM on some decently sized stages I had lying around, including one that was an oversized PNG file :P (i.e. the Yoshi's Island test and a couple of others). It seems to hold up pretty well in my experience, though it can always vary depending on your setup. You'll still want to optimize your game properly regardless.
    Attached files Attached files

  4. #164
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    Hi, I just bought and started using your engine just the other day, and I like it a lot so far!
    I just ran into a small problem, though, that I don't know how to fix: when crouching and attacking, if you hold Down and Right at the same time, nothing happens. However, if you hold Down and Left, then you can still attack. Is there any specific way to correct that?

    Also, sorry if this has been brought up before. I searched and searched and couldn't find a previous question about it.

  5. #165
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    Is this with a custom character or with the default character (Angela)? If it's a custom character you can upload the character itself, provided they were built with behaviors (or PM me the whole file itself, the main code can't be shared publicly!). It seems to work fine on my end when I try that. Keyboard or XBOX controls?

    It may have to do with the fact that the character's current direction locks when you try to crouch down. You can alter that behavior by going to Mask Setup>Mask Direction and removing the Crouching requirement in the events.

  6. #166
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    It's with Angela on keyboard, but, I'll try out the Crouching requirement thing. If I can't figure it out past that, I'll PM you. Thank you!

  7. #167
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    ragem, how to add the behaviour of physical gravity to the gadget.PushBlock ?
    I need it to fall down if it is faced to the slope.

  8. #168
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    You can either make it a physics object (which may or may not work like how you want), or you'll have to create a custom gravity value . Set it's Y Position to always be it's current Y plus gravity. When it's not overlapping a backdrop add towards the gravity value, then reset to 0 when it does. You'll probably want some fastloops to make the collision more precise so it doesn't sink into the backdrop. I'll take a look into when I get some more free time.

    Also CRASHEM8000 try checking with the alternate characters in the first post to see if you still have that issue with attacking. They have two different attack keys to use, and one has animations specific for crouching attacks (Shantae). Disable Angela from creating at the start and place one of them in the frame with RPM's code to use them.

  9. #169
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    I'm using active objects instead backdrops. The floor, walls, ceiling in the group 0. Platforms in Group 0 or Group 1.

  10. #170
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    Here's a quick and dirty example i whipped up, factoring in collisions with Groups and gravity. This push block doesn't use behaviors as a result, so its in the main event editor. You'll need to paste in your RPM Objects/Events in order to use it.
    Attached files Attached files

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