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badoona



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  27/03/2006
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1st April, 2006 at 16:04:55 -

Hiya,

If anyone saw my trouble with a highscore board a few topics down, thanks for your help because I sorted it and my game, "Flocking Hell" was released yesterday (I submitted it to Daily Click website today).

Already I am working on my next game. It's an Arnie spoof called "Schwarzenegger 3: Rise Of The Packaging Machines".

I made so much improvement from the games I used to make to Flocking Hell and I'm really happy with that but for quite a while I have been aware of one major thing even FH suffers from.

The built in platform movement. I know there is a big difference if you have the all important custom platform movement/collision detection.

I'm prepared to learn this so the next game can be another step up, but I think I need a bit of advice.

I love TGF. The only reason my game is built in MMF is because TGF seemed to be rubbish when you wanted it to run at full screen. So I made Flocking Hell in TGF and then just opened it in MMF at the very end, to build the stand alone application. Of course I used MMF to check the game all the time, as I went along, but I only ever went to change things in TGF.

The reason for this is I find MMF too crowded and hard to grasp. I love the simplicity of TGF's screens and find MMF too complicated with no end result to show for it's complications. Also it's picture editor is awful (IMO) so I never use it.

With that in mind, I need to find the best way to do 'platofrm movement/collision detection' in TGF.

I've looked around some of the articles and people seem to be split on the article's author's view. Can anyone offer up the best one for me to research and learn, keeping in mind I'll be working in TGF, only switching it to MMF at the very end, to get the full screen capibilities?

thanks for anyone's insight.

bad

 
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axel

Crazy?

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1st April, 2006 at 20:25:32 -

I have desires too...

 
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badoona



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  27/03/2006
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1st April, 2006 at 20:44:31 -

okay. Jeez is this the friendliest Click community around?

I'm not asking anyone to do any work for me, no one can learn anything for me. I was just wondering if anyone would point in a good direction to start with making your own custom platform movements/ Collision detection in TGF? A good beginners article or some such. That's all.

 
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Radix

hot for teacher

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1st April, 2006 at 20:55:53 -

Who told you we're nice?
Look, obviously if you can't manage custom movements then you won't benefit much from the improvements MMF offers, so that's not really a big deal. Thing is, there's no single right way. Custom movements are pretty easy, and exactly how they work depends on what you need your engine to be capable of. We can't help you any more than that if we don't know specifics. Read up on some articles if you need it (search for 'custom movement', I'm sure there's plenty of them) and have a go. Once you grok the basics it's easy as.

 
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Silveraura

God's God

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2nd April, 2006 at 00:54:05 -

The basics to custom movement, is setting the objects position to the position of the object, plus or minus x ammont of pixels. For example... say you want to move an object over 5 pixels, just do the fallowing:
Set X Position of "Active" to: X( "Active" ) + 5

Practice some with this, and you will understand the bare basics of custom movement, because in the end... this is custom movement at its best. Good luck, hope this helps.

 
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AndyUK

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2nd April, 2006 at 00:56:55 -

It really is better if you do the hard work yourself.

go into the downloads section and click on Engines or Tutorials. If you don't find something thats usefull to you then you can find some tutorials if you use google.

 
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Teapot

Does he even go here

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2nd April, 2006 at 05:17:07 -

http://www2.create-games.com/download.asp?id=4289

I made that a while ago for just this reason. It is useable as is, but it teaches you the basics so you can work on your own.

 
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Silveraura

God's God

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2nd April, 2006 at 05:18:00 -

Or check out the newest article I wrote in a 1 through x part series, to help out with custom movement, inspired by this post.
http://www2.create-games.com/article.asp?id=1641

 
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badoona



Registered
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2nd April, 2006 at 08:53:30 -

Teapot and Brandon - thanks!

That's exactly wat I was asking for, a nudge in the right direction. This tutorial seems to be good - I've printed it off and will dive into it later on today, with the example from teapot as something to make referance to.

I'm sorry if I seemed like i was just looking for someone to type out 'the answer'. I know when a newbie comes on board you must get tired of those kinda questions... I'm sorry if I seemed 'trying'.



 
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Del Duio

Born in a Bowling Alley

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2nd April, 2006 at 15:59:13 -

Don't be sorry, everyone was a n00b at one time. We should all be glad to have someone new interested in klik games! Just keep practing at MMF, once you've gotten the hang of it, you'll have no problems. As far as the picture editor of MMF is concerned, I don't think it was ever intended to be where you create your pictures in the first place. Use some other program to make them, then import them to your animations / backgrounds later.

 
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badoona



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Points
  209
2nd April, 2006 at 18:46:59 -

Del,

I've been making Klik games since about 2000! ( www.badoonaproductions.com ) So I'm not exactly new but the past couple of years I have only made one game and I didn't finish that (sooo many demos or really short games) so I decided to try and really go for it and create my best game ever (Flocking Hell ).

I thought I might retire after that but now I really want to make the changes to a better platform movement and do another game that is a step up where gameplay is concerned.

I always make my animations in other programs (coz i draw them) but I just hate MMF's crowded look. If I can get away with TGFing it and still get my improved collision detection and platform movements then I will.

Image Edited by the Author.

 
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