The platform movement hasn't changed at all. I am currently using the demo BTW. I tried the platform movement and made it so when the player leaves the playfield, it stops the player. Now when you jump to the wall, you end up going to the top of the screen.
Try to put a small box set always to the player's feet, then only test for collision if both the player and the box collide with the ground / platform / etc. Maybe that will help.
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I was rather disappointed with the default platform movement as well - the issue with slowing down when you land has been removed, but has been replaced with several new ones.
However (though, but) - apparently the default movements have been included for backward compatibility at the moment, and the new movement SDK will make creating new and better types of movement much easier. So we should be seeing some decent replacements when it's released.
Along with that problem, it's altogether glitchy. When I used two layers, I got tons of graphic burgs, parts of the backgrounds started to dissapear, it was hell. Hopefully that'll get fixed with new versions coming out, and more updates.
How about not using the platform movement at all? No matter how improved or unimproved it was done, you shouldn't be using it anyway. Custom movement will always beat platform movement, because of flexability and lack of bugs. So even though MMF2 could possibly have some bug fixes, you still shouldn't use it if you want well done games.
Complaining about something you shouldnt even be using in the first place is kind of sad.
If you need help with a custom platform engine, DC mail me or IM me (CassataGames) and I'll help you out, but dont use the default movement!
Brandon, that's true in the most part; but some people are more about design than coding. I've played some damn good games; good despite the fact that they used the Standard Platform (Aliens: Infestation for example).
That is how most professional quality games get slapped with a 2/5. Trying to cover a games original flaws in the engine, with flashy colors and great looking graphics, very rarely ever actually works. That's one of the biggest complaints about most current gen games vs the originals (and the fear of next gen). The engines are flawed, and the only difference is pretty graphics.
Putting that frame of mind in a different example, you're basically agreeing that Microsoft can make Windows look absolutely amazing, but be full of flaws, and you'll still love it.
i liked it because i thought it was pushing the limits of what the mode7 object can do from a gameplay perspective as well as graphically.
But if it's possible to do better it wont matter because everyone loves Mariokart more than life itself. Or sex.
I agree with Andy to a limited extent. The reason people liked Snerlin's game was because it pushed not only Mode7's limits, but MMF 1.5's limits alone. This made it very popular in the klik community for the time being. However its pointless to push the platform movement to its limits, if you're only doing it to get around the work it would take to make a custom engine that would function 10x better (granted you did it correctly).
Err, no, Brandon, I meant overall the program is glitchy, default or not. When I use more than 2 layers at a time, no ink effects, simple paralaxx, it slows down, and my character leaves behind traces. My Computer's not slow, either.
Well it's obviously something wrong with your computer. I'm working on ArcaneTale right now, it has 8 layers, 1 of which is alpha channel and parallax in the forground. Another 6 parallax in the background. And 1 between the first and last 6. I don't get any framerate drops or any kind of traces behind the character. Works perfectly.