The Daily Click ::. Forums ::. Klik Coding Help ::. PMO vs. Custom Platform Movement Which is more preferable?
 

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ELC_Games



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22nd November, 2009 at 02:49:35 -

I've used a bit of PMO, and a bit of Custom Platform Movement for means of moving my character. I'm having a difficult time deciding which type to use in my game. Which type of movement do your prefer to use, and what's the reasoning behind your decision?

 
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22nd November, 2009 at 02:53:25 -

I like making my own, simply because I like to have absolute control of every aspect of my game n_n

 
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22nd November, 2009 at 02:54:59 -

You can pretty much manipulate the PMO to do whatever you want

 
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22nd November, 2009 at 04:02:27 -

I make my own, mainly because It isn't any use to me.
I hadn't upgraded The Games Factory to Multimedia Fusion 2 when it came out either so i didn't even mess about with it back when i might have benefited from it.

 
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22nd November, 2009 at 04:06:10 -

PMO does make you game exe larger by 21kb

I try not to use many extensions just in case I want to make it vitalized or javalized later.

I've never used pmo though so I can't really tell you what to do.

 
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22nd November, 2009 at 04:46:49 -

I try not to use extensions quite simply for the fact that should I ever run into any sort of problem with the game, that's one less uncontrollable variable I could run into. When I run into an issue in a game, I tend to break it down into one of the following:
My programming is at fault - I misjudged the outcome of events, order of events, or just out right messed something up. Most common.
Multimedia Fusion 2 is at fault - Something I'm trying to do isn't working because MMF itself isn't doing what it's supposed to. Rare
Extension is at fault - An extension isn't doing what it's supposed to be doing, or it's intentionally designed to work a different, and unexpected (for me) way. Example: Advanced direction object does 360 in reverse of Multimedia Fusion 2. I don't care the reasoning, it just does, and it messes me up.

So with that said, I would much prefer a custom platform movement engine over the PMO if I was trying to make a long term project that I wanted to put a lot of work into making my own. However, as is the case with any extension and probably any person here, if the project was shorter term and more or less just for the hell of it, an extension that dramatically decreases the amount of work I have to do, at a risky possible long term disadvantage, I can't say I would have much of a problem with it.

Edited by Silveraura

 
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22nd November, 2009 at 07:27:13 -

I prefer PMO because as Adam said, you can pretty much manipulate the PMO to do whatever you want. You can add detectors to it if you want some advanced wall jumping or something and by itself it just works perfectly.

 
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29th November, 2009 at 17:01:47 -

I used the PMO once, I think it was while looking at some source of Adam's, who ALWAYS uses it.

I use custom, I have plenty of them.... The last one I did is SO DAMN AMAZING THAT I COULD CHARGE YOU FOR IT....but I won't, I'm just working out the kinks and will release it to the world open-source. fairly soon.

 
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29th November, 2009 at 17:25:24 -

Yes, I always use it. Simply because you can set it up in less than 5 minutes for a basic platform movement, it's pretty reliable and can be manipulated in to a very proffesional feeling movement. Like I said, most custom platform movements Ive tried have been floaty or too heavy feeling.

 
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29th November, 2009 at 17:39:47 -


Originally Posted by -Adam-
... most custom platform movements Ive tried have been floaty or too heavy feeling.



That is because they are heavily rushed. Either too lazy to use floating variables, fast loops or multiple forces (using floats).... Edge hanging, wall jumping, slopes, most these things are too advanced for the average person. I can make a CPE that out performs PMO and still uses no detectors. Also, I don't like relying on an extension to do a job I can do myself and still keep it compatible to multiple types of compiling.

And I don't know how to use PMO, lol. I know most of its capabilities though.

NOTE: I have nothing against PMO for artists, it's an excellent way for excellent artists to make excellent games.

 
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29th November, 2009 at 17:46:39 -

Off the top of my head PMO can do:
Double Jumps, Conveyor Belts, Wall Jumps, Wind, Moving Platforms, Slippery Ice, and Slopes.

 
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29th November, 2009 at 17:53:11 -


Originally Posted by Jon C-B
Off the top of my head PMO can do:
Double Jumps, Conveyor Belts, Wall Jumps, Wind, Moving Platforms, Slippery Ice, and Slopes.



That's all using the variables on the PMO I guess. With extra programming you can do rope swinging, slam attacks, anti-gravity, flying, gliding and probably hell of a lot more You can also use the PMO for multiple enemies.

Edited by Ski

 
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29th November, 2009 at 17:58:36 -

Off the top of my head CPE can do:
Double Jumps, Conveyor Belts, Wall Jumps, Wind, Moving Platforms, Multiple terrain types (ice), slopes (with resistance), edge hanging, jump through platforms, air friction, multiple gravity centers, platform crap, wall sliding, external and/or internal variables, no detectors, fully configurable AT run-time, enable/disable controls, pause movement, slow motion movement, crawling, Enemies, and prolly quite a LOT more, whatever you want it do to really.

 
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Candy Cane
29th November, 2009 at 18:31:37 -

A pretty pointless argument then, considering the PMO is capable of those.

 
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29th November, 2009 at 20:53:22 -


Originally Posted by -Adam-
A pretty pointless argument then, considering the PMO is capable of those.



I'm sorry, I didn't see those features built in? I think it IS capable of that when you also add your own custom events to it, correct? Which would actually just make it a CPE Hybrid of a PMO. I would like to hear PMO's basic features without any real custom coding added to it. If those features are built-in than I apologize.

 
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29th November, 2009 at 20:58:59 -

I can't wait to see your engine Liquixcat.

I would love to steal your code and put my name on it.

 
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29th November, 2009 at 21:14:27 -


Originally Posted by Liquixcat

Originally Posted by -Adam-
A pretty pointless argument then, considering the PMO is capable of those.



I'm sorry, I didn't see those features built in? I think it IS capable of that when you also add your own custom events to it, correct? Which would actually just make it a CPE Hybrid of a PMO. I would like to hear PMO's basic features without any real custom coding added to it. If those features are built-in than I apologize.



"I think it IS capable of that when you also add your own custom events to it, correct?"

Read my previous posts, please.

And where are the rules in this debate saying the features have to be built in? My point is that you can build the basic engine and add to it, instead of starting from scratch and having a buggy, typical klik engine.

 
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29th November, 2009 at 21:46:16 -

If you're doing game design as a flat out hobby, theres no problem sticking with the PMO, however if you're doing it to get quick results while you learn how to really design a game from good old mathematics, then the point of using the PMO is about as useful as using a floaty to stay above the surface of the water, rather than learning to swim.

With enough time and patience, anyone can manipulate the default engine to do whatever they want it to do also, so you can stop bringing that up in each one of your posts.

 
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29th November, 2009 at 21:49:42 -

I created the NASA launch code from the default platform engine, so yeah.

 
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ELC_Games



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30th November, 2009 at 05:40:12 -


Originally Posted by UrbanMonk
I created the NASA launch code from the default platform engine, so yeah.



I lol'd.

At any rate, thanks for all of the input, guys. I make games for more of a hobby at the moment, so I think the PMO would be perfect for my situation.

 
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30th November, 2009 at 10:07:08 -

Half the fun of making the game is making the engines. So PMO kind of ruins it for me.

 
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1st December, 2009 at 07:07:49 -

There are a number of methods and people use them for their own reason, and none of them can be called bad for what it produces, it's the creators responsibility to make something decent with the method. It doesn't matter if you have a powerful extension, you can still make a platform engine which is total crap. And by that token, coding from scratch, using PMO or using default engine as a base are all methods that can be used to make a very good engine providing the programmer is good enough.

 
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2nd December, 2009 at 01:30:50 -


Originally Posted by UrbanMonk
I can't wait to see your engine Liquixcat.

I would love to steal your code and put my name on it.



Go for it. It'll remind me of my days at crobasoft.


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2nd December, 2009 at 01:43:38 -

I was just kidding, but hmm, cobrasoft? Sounds like someone had a bad experience.

 
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2nd December, 2009 at 01:57:50 -

No, just like any other 'team' out there. The coder's hardly noticed, although I'm sure you all know I was lead coder on Riva Runs, right? lol. No,but actually those were fun times.

 
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2nd December, 2009 at 02:15:31 -

Nope, I didn't know that, then again I don't think I even played that game.

 
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2nd December, 2009 at 07:56:13 -


Originally Posted by Liquixcat
No, just like any other 'team' out there. The coder's hardly noticed, although I'm sure you all know I was lead coder on Riva Runs, right? lol. No,but actually those were fun times.



Oh god you're like a bitter old man. Riva Runs didn't go past a couple of mock ups and a pretty basic engine you made. Even Nick's engine for it was abandoned because the game just wasnt planned. Get over it, I am.

And btw, most people here won't know what it was.

Edited by Ski

 
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2nd December, 2009 at 22:08:18 -

Get over what? I wasn't in anyway remarking in what happened to Riva, please reread my post. Anyways, continue on topic now.

 
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2nd December, 2009 at 22:17:53 -

I'm going to add that I only recently used the PMO and realised how great of a tool it is. If you want to quickly make a smooth engine, it's pretty much perfect. But I understand what people are saying when they say that they prefer to build from the ground up and keep control of everything. Also, building one from the ground up helps you understand what is involved in creating a platform engine not just in MMF, it's also applicable to other programming languages or tools in that the general basic principles can be applied.

 
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2nd December, 2009 at 22:44:46 -

I agree entirely. Since I knew how to make a static platform engine, all it took was me learning the syntax of another non-visual programing language, and it was really easy for me to create a platform engine. Learning to make a platform engine also makes it a lot easier for you to do far more complex games as well. I can't honestly say that through my use of the PMO, it would ever be able to create something like a Sonic engine, where a lot of trigonometry would be used. I'm not saying don't use it because it can't make a Sonic engine, but I think I'm proving a very valid point here. Even if you could, you'd be spending more time and effort creating work arounds, and even even at that, end up creating a largely custom platform movement engine, just to pull off any of the real unique tricks.

 
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2nd December, 2009 at 23:45:39 -

if you really know what you're doing, it doesnt really matter what road you choose as long as you get to where you want. i could design my own platform engine, but i'd rather concentrate on adding stuff to the pmo. besides, it is very customizable (except for the fact that the objects are moved after the events and behaviors are run, which kinda makes some looping routines pointless).

 
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3rd December, 2009 at 03:55:39 -


Originally Posted by Ricky
I like making my own, simply because I like to have absolute control of every aspect of my game n_n



I agree with this post. I want to know exactly what is going on each event.

 
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