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columbo borgi :C



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3rd July, 2006 at 10:38:55 -

hey guys
i've fighting so long with this problem.
i try to build a costum platform movement.
i use Active object 3: "Set position at (0,1) from "active object"
but its so buggy, because when active object is moving Active object 3 is late a bit. so, it is not there where i wanted to.

i've tried to use fastloop object, but i havent understanded how does it works.
any1 can send me an tutorial or a simple example?

any suggestion?

ty

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Joe.H

Evil Faker

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3rd July, 2006 at 10:46:23 -

Create a new object, same size as the object you're using for positioning.
Set the position of "active object" to (0,0) f this one, and set the Active object 3 to (0,1) of the new object

 
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Werbad



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3rd July, 2006 at 11:56:30 -

If you use a built in movement, you'll nee a mask object... else, move the set position event last and it should work...

 
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Klikmaster

Master of all things Klik

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3rd July, 2006 at 12:15:13 -

Ignore the above replies, I don't think they know what they're talking about.

I think you need to put your set position event after the event that moves the player. Order of events is important.

 
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Werbad



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3rd July, 2006 at 12:51:23 -

Ehm, did you miss the "move the set position event last" part? It doesn't need to be last, just after the movement events as Klikmaster said...

 
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columbo borgi :C



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4th July, 2006 at 10:45:08 -

oh i see
it works

and can u tell me what does fastloop stands for?
is it useful for what?
example/tutorial?

 
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Klikmaster

Master of all things Klik

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4th July, 2006 at 12:31:32 -

Fastloop just enables you to do some events a certain number of times instantly..
This can be useful for instant hitting bullets.

In a custom platform movement, say your player is moving down 10 pixels each time for gravity, when he falls onto a platform, he could move 10 pixels into the object before the condition making him stop happens.
Using fastloop, you can make the player move down 1 pixel each time, but loop it 10 times, so it has the same effect, but you can check the collisions every time he moves a pixel.

 
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