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.
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
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.
You raised some great points there, Brandon.
I havent bothered to try the fusion2 demo yet, but I am sort of glad the default movements are still screwed up.
Good games require effort to be put in from the developer, time spent on a good custom engine shows in the final game.
Yeesh, I accidentally checked the anti-alaising box before.. On a 500MHz, it was basically like a mentally-challenged slug in molasses crawling backwards. I need to try the alpha channel one of these days, all I use are actives and backdrops nowadays.
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
I put one of my older games, Commander Ash, through MMF 2 to try out the new movement.
Seems the character cant 'grab' ledges like he could before. Whats worse is that this bug from MMF 1 has a worse side effect now; the character sinked downward and was unable to free himself. Quite disappointing...
Ouch..well I mean I on;y just broke into doing a custom platforming engine...but I do recall this bug, and I would have thought by now, it would have been delt with. I'm sure it's not the end of the world, but really...having messed around with the built in engines, and seeing how bad they are versus some of the custom ones people here have made, I gotta wonder why Clickteam didn't just study those examples and build somthing to that extent.
Well I sort of agree with making your own movement, but if Clickteam could implement good platform movement without bugs I don't see the harm in using it. That pinball movement seems to be a disaster though. . .
I'm without the demo atm, so I can't really talk about Pinball Movement...though I'm wondering now, just what the hell it is, or would be used for.
Only think I can say is that I swear, KnP had somthing called Pinball movement...or was it ball movement? I don't really remember anymore
Ohno! The body floats!
-The Teatons
DaVince This fool just HAD to have a custom rating
Registered 04/09/2004
Points 7998
5th July, 2006 at 03:34:52 -
Ball movement is different than pinball movement. Pinball movement has the necessary inertia etc. to make a pinball game, I guess, while the ball movement is just a ball bouncing over the screen.
how can they even call THAT a pinball movement? It's the crappiest attempt to make a pinball I've ever seen... and i did try it myself about 5 years ago...
It's not that bad, the problem is... it doesn't work with Pinball flippers. It still gets stuck. The hardest part about pinball movement, atleast to some, was getting the angle correct when bouncing. Thats what they did here, so its done nicely. They could have just called it something different. Like Bouncing Ball, and named the other movement.. like Pool Movement or something.
"It's not that bad, the problem is... it doesn't work with Pinball flippers."
It isn't pinball movement, more like halfassed attempt at doing pinball movement. Also worth noting, the will stick problem is still here, the built in platform engine in MMF 2 is no better the one in MMF 1.5, and to top it all off?
For a supposed sequel to MMF, I'm not seeing a whole lot MMF 1.5 can't do here. Rather, the only thing I did see, and was generally impressed by, was the layers. Aside from that, and the somewhat refined interface, I think this could have been a minor upgrade from MMF 1.5, since I see nothing that merrits a 100 dollar purchase yet.
I'm with NeoHunter on this one. My disappointment is similar to his. They promised to fix these things too but I guess that was just hype. I'm tired of shelling out $100 (or even discounted prices) to buy incomplete software.
I like Clickteam's tools because of ease of use (I cannot program, I can probably learn to program but I'll forget everything I learned the next day. My memory is not good and I prefer using menus over pretaught/memorized commands). It just pisses me off that things that should of been in there since the beginning are either not implemented yet or implemented in a half ass way.
What I mean is, layers, pinball physics or whatever features they want to "introduce" to us are things that even BASIC programming languages can do from the very beginning. I'm thinking about not buying MMF 2 and make an extreme effort to learn something such as BlitzBASIC even though it's hard for me to learn any programming skills. Yeah, in terms of ease of use that would defeat the purpose. But at least it would be a hell of a lot cheaper than spending $100 everytime a new set of belated features is announced for MMF.
You need to remember though, that I'm not too interested in advanced things, I simply want to make fun games. Having screwed around with TGF as per a certain Johnny's recommendation, I realize why TGF is more about having fun, versus doing complex things.
Of course you could combine both MMF and TGF, which seems to be the smart choice.
If nothing else, Clickteam's products are doing a lot more then most programs ever could. Learning to create sprites, draw backgrounds, work events. Sure, it's point and click- but it still takes effort and apparently for myself, a good deal of trial and error.
However, when I start to see stuff being pumped out of MMF2 that just floors the previous entries from MMF or TGF, then I'll consider the purchase...till then, I'm just going to make games with what I have.
I think some sort of Z axis would be better than layers. I know layers could be used and thought of as a z axis (if you've got enough of them) but it would just be cool to introduce depth in someway. Some sort of isometric engine could be done if that was implemented. Maybe have a way to adjust depth (for all the points on the z axis so you don't have to make up a 1.480202 number, so paralax could be realistic)
The multiple movements for one object was a nice thought, but seeing as how the built in movements aren't that good in the first place, and you could get the same effecting by just replacing objects with a different one(chances are a new movement would need different events anyway, ex. you switch plat movement to bouncy movement but collide with backdrop would still make it stop requiring a bunch of new events).
Built in speeds over 100 would be nice as well, so would the ability to adjust the direction of gravity on objects, on the fly even(just select where gravity is with a direction clock thing like everything else)
I'd like the ability to zoom in or out on everything in the window, without slowdown or screwing up hotspots.
The multiple action points would have been nice too, but they're mia.
I could probably go on and on about what I'd like to see if given enough time. . .
You know what, I'm still going to get it. Just not now. I'm not ready to spend $100 on it right now.
The idea of programming more movements into the program seems interesting. I'll wait until there MMF2 looks more promising feature-wise. Hopefully someone programs a proper pinball physics movement (or just a plain all use 2D physics movement for that matter) and a better platform engine.
Machrider, don't rule out learning a programming language in the future. I think the more you know the better off you'll be while making any type of click games. Learning something in one programming language may force you to use similar logic to figure out how to accomplish something that you may run into later on while using a click product. Of course it's not necessary, but every bit helps and it's not too hard if you want to put some time into it. (Plus you really have to enjoy coding in general.)
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
Its really easy to overcome the platform objects flaws. At the last Click Convention (I think it was the last one) Clickteam advised that a basic detector (a square) is used for the platform movement, and a mask put over the top in the form of the main character.
That's still flawed though.
Fortunately, there's a a solution to modify the engine. Pretty easy. All you have to do is set the speed of the movement to zero, and instead use a basic "set x position to x+/1" movement when pressing left or right. You don't need other detectors or fastloop, it can be done in four events, while still keeping the gravity and jumping ability of the platform movement.