I agree that we should point them in the right direction.
But unfortunately, there is the odd person who bashes people in the comments if they use default movements. It used to be a bigger 'problem', although I'm not sure whether this sort of bashing happens much anymore.
I only started attempting custom movement after properly looking at that 'Zeb' example game that came with TGF. It baffled me for ages (whaaaa? but the player object is set to Static movement! witchcraft!)
n/a
Peblo Custom ratings must be 50 characters or less
Registered 05/07/2002
Points 185
1st July, 2007 at 21:31:24 -
I make engines, not games. Graphics are too hard.
"Isn't it always amazing how we characterize a person's intelligence by how closely their thinking matches ours?"
~Belgarath
It took me years before I actually took on custom movement, but like you Andy, I felt like it was a step backwards for the longest time. I will always try to encourage custom movement for people looking for improvement, and I'll offer to show them what I know. It's whenever people come up and start saying "Default movement is just as good." or "People seem to prefer default over custom." that annoys me.
The default isn't the worst when a fairly experienced person is using it. Ones that figure out how to avoid the 1 pixel ledge hangs and the "head" cieling grab. It's kind of a shame that it doesn't play nice with setting x,y co-ords. That would actually be a good lead in for a custom engine (modding the standard).
True, but I would think that spending a little extra time to create a stable custom engine, rather then fighting with the default engine, and still not get complete control over it, through X,Y.
Of course, fighting with platform movement would be a decent transition over to custom movement, but you shouldn't consider that the peak of your knowledge and refuse to cross over.