Hi, my name is Luke and I'm new to the forums.
I come bearing a question regarding TGF:
If your controllable character jumps up while running and hits a small wall (that he/she can clear over) while in the air, is it possible to gain their horizontal movement back with the standard engine?
If anyone can tell me how, that would be SUPER-appreciated!
I'm trying to make a platformer myself. I'm sure that a bunch of you have run into this problem somewhere along the way, too.
i recommend a custom engine. there are plenty of good articles on these, you should check them out. just search for platform engine in the articles section.
DaVince This fool just HAD to have a custom rating
Registered 04/09/2004
Points 7998
4th May, 2006 at 12:25:12 -
It isn't easy to make such an engine for newbies, so I recommend you wait till you are confident enough to try a custom movement engine. In the meantime, try doing what AndyUK said: A combination between default and custom movement so that it won't at least suck as much.
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Deleted User
4th May, 2006 at 20:10:07 -
I think you should use the default movement for a while.
Its really diffciult to start learning custom movements so fast, atleast i thought so. But now its sooo easy, once you learn it it never goes away.
You should NEVER jump right into default movement. Custom is nothing more then basic adding and subtracting to move the object pixel by pixel. It's so easy, anyone who doesn't try it is lazy and should just drop game design period. I wrote a small article on how 8 directional custom movement works. It's basicly the same for platform movement, only remove left and right, add some gravity, and add in events to keep the player from sinking into the ground. http://www2.create-games.com/article.asp?id=1641
i'm fairly sure everyone uses default movement first.
And it IS difficult to use the event editor to make a custom movement for a beginner, like i was when i first got TGF. You need to put effort into learning to use the event editor that way, and it's probably too complicated for most to bother with straight after installing TGF or MMF.
work on your story mate - think of a crap car: it might move badly but if it goes through an adventure that is worth going through you ain't bothered how it moves - (in fact that could be a bonus in a weird inverted way)try to think of an original idea/concept rather than an original movement - good luck
to start press any key ...... where's the ANY KEY??
Use the step through editor to find out how the event editor works, then read up some information about the event editor in articles or such, to fill in gaps that you might not know such as MMF reads conditions from top to bottom, so in complex situations, it's important to assure you watch the order and such. Aside from that, there should be no reason that you should need to use the default platform movement. Now the default Race Car movement and default Bounce movement, I can understand, because they use a slightly more complex form of math (Sin, Cos, Tan)
Now I understand that some people might use default platform movement when making their first game, completely fine. Just do not release it, your first "game" is usually never worth releasing, because it's using techniques that you just learned, and anything you make, is going to seem amazing because YOU did it, and you spent a lot of hard work and time on it. Don’t release it though, pass it to friends and make sure that they understand you are looking for quality, not compliments on your first game. So yes, platform movement is acceptable if you are working on a test project that focuses on someone completely different then the movement engine, but do not release a game without a half decent working custom engine. They rarely have any problems, even if it's your first try, because you have control over all the issues, and have the ability to fix them, unlike the default platform movement.
Yes, it's long... I got a little overboard, and I don't feel like going back and removing repeated information, so just skim through.
All of you guys' help is much appreciated! I was able to find out how to make a static engine, which is now under fine-tuning to include dashing (quick bursts of speed), controllable jump height, and wall-climbing (scaling is probably a better word). I'll keep qorking on this unti it is absolutely PERFECT!
Many thanks again!
Yeah, I kinda had to put the project on hold for a while... college kinda got the best of me for a while. At least it's not being 100% neglected (unlike most fangames that become forgotten and deleted over oh-so-much time).
The project will live on!