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Project: The Legend of Zelda Side Scrolling
Project Started: 9th July, 2011 Last Update: 23rd August, 2011
Project Owner: Darren O Project Members:
Project Type: Platformer Project Progress:
More Info: http://nlozss.blogspot.com/ Faves: 0

Build 007 Metroid camera test and new pushing blocks engine
Posted 22nd Jul 11, by Darren O  
Build 0.07 Features a Metroid Style camera test and a new Pushing blocks engine.

Metroid style camera
The old camera will not be strapped, instead it is being merged with this design. The benefit of having this style camera is you can section off parts of the game - this allows for Dungeon style gameplay.
How does it work?
4 active objects. CAM(THE SIZE OF THE WINDOW),XR, XL, and MOVE. When CAM touches XR it wont move to the RIGHT any more. if CAM touches XL it wont move to the Left anymore. if player touches MOVE, the camera is strolled RIGHT or LEFT depending on whether XR or XL was active.. until it can be reentered on link and beyond the collision of either XR or XL. These objects have to be copied and placed throughout the level on where I want to simulate this closed room effect.

Pushing Block and Bugs.
I intended to make each block static which would use the event Storyboard > Collision Mask > Is obstacle? Give x,y.... and Then give The position of the Four quadrants of a Block depending dynamically on the size, location of a block. This would be a behavior.. However.. This does not work. I think it is a Bug for MMF2. It seems when the Level property Handle background collisions even out of window is checked; The Event for Is obstacle does NOT WORK.. IT took about 2 hours to figure out why this was not working.. But if anybody knows a way to use this Function without un-checking the level property, let me know. Maybe its me and not a bug..
How'd you get it working then..
As mentioned previously, I would have preferred to use the above method. But MMF2 wont let me do it. Soo.... I implemented some hacks. The block is actually an active object of course, but I included the Movement Type > PLATFORM for this object and set the Speed to 0. NOJUMP, and GRAVITY at 100. When the obstacle collides with a backdrop or another Block > The condition causes MOVEMENT > STOP for Block. The Block is pushed Xofblock+Xofblock+1 or -1 by the sensors L2 and R2 around link. If a Block is overlapping a obstacle Link will treat the Block as dead and jump onto it unless the conditions change around that block. You can check out the link below and let me know what you think.

http://www.mediafire.com/?xvyaa04x5pa8li7
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