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Message
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badoona
Registered 27/03/2006
Points 209
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6th July, 2007 at 08:04:24 -
I'm having a problem coding a mine in the new 2D platformer I'm making. 'Get Flocked'.
It's the gravity movements that I am finding difficult. I've been working all week on it but it still doesn't work right.
Can somebody point me in the direction of a ball movement example or tutorial - I've looked on this website but not found... it's for TGF!!
I'm made my own platform movements for it by studying Phizzy's old stuff.
For this mine, I am working it like this:
While crouched, press 'Ctrl'.
The vertical Power bar goes moves up and down (between 0 and 100) until 'Ctrl' pressed again. Mine created in the hands of character and and value B is made to be power bar vaule divided by 20 (1-4).
Value A of mine is movement on X axis.
If Value B is more than 0 the mine moves up on Y axis (every 10 split seconds 1 is subracted from value B). If value B is 0 it stays the same Y (creating a hang in the air).
If value B is less than 2 it moves down on the Y axis. until it hits something.
That all might be meaningless if someone points me in the direction of a good .gam example of a bouncing ball or something - please!!!
Thanks
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badoona
Registered 27/03/2006
Points 209
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8th July, 2007 at 08:12:54 -
any help? please?
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Hernan
Registered 04/03/2003
Points 707
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8th July, 2007 at 09:48:35 -
Sorry, but I find your description kinda vague. What part do you exactly have a problem with? How did you code the movement and how is the mine supposed to move?
This space is for rent
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»xerus
Registered 28/06/2002
Points 675
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8th July, 2007 at 10:33:13 -
So, are values A and B the xSpeed and ySpeed for an object? Basically gravity is just the acceleration acted upon the objects, so you just need something like "Always -> Add (GravityValue) to ySpeed("object")" or something like that.
Positive ySpeeds should be moving down if you go by the axis that the MMF frame gives you. You seem to be making things a lot more complicated than they have to be.
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AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
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8th July, 2007 at 10:38:13 -
Well ive worked out part of it
you can press down and ctrl to start the 'strength counter' moving from 0 to 100 and back again.
then pressing ctrl again will throw a mine using the strength counter for X movement (the Y is fixed right now)
but you can only throw to the right for now because im a bit n00b at get it to work for negative values
mines bounce of walls but it's all very... rubbish really. Hope it helps a little.
http://www.geocities.com/alspics2001/minethrow.zip
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badoona
Registered 27/03/2006
Points 209
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10th July, 2007 at 05:36:10 -
Thanks guys, espesh Andy UK. I'll let you know how I get on when I try it out.
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badoona
Registered 27/03/2006
Points 209
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11th July, 2007 at 05:04:10 -
Cheers Andy that is awesome, it's amazing to see it work so well after trying for so long to make it work. Xerus seems to have been right with me making things harder than they need to be.
But it only works for throwing the mine to the right, as Andy said. How do you get it to move in the left/negitive side? Do you ad -1 to the already negitive value?
Cheers.
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badoona
Registered 27/03/2006
Points 209
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13th July, 2007 at 01:26:39 -
thanks for all your help, it's now working great, I worked out how to get it throwing left (much easier than i thought).
I had complicated this part of the programming and my thanks to you.
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