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~Zigzag~



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22nd November, 2007 at 02:04:57 -

I made a jump pad with that as well.

 
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Mushroom
22nd November, 2007 at 07:43:21 -

So the ladder must be an active object?

Thanks for answer.

 
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viva/volt

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23rd November, 2007 at 06:57:22 -

One correction on ZigZag's code, X object is jumping needs to have X object is falling too .

 
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Mushroom
23rd November, 2007 at 08:56:10 -

I've got problems with getting the animations to work.
When I stop, the "hero" keeps the walkanimation. How to.?.

http://imageposter.com/uploads/get/99168 <-- Screenshot

Image Edited by the Author.

 
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markno2



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23rd November, 2007 at 09:04:20 -

I'm not sure but I believe that "active is stopped" only works when you're using a default movement. Change the code to something like this:

Negate: User is holding right direction
Negate: User is holding left direction
Object overlapping obstacle

---> Change animation to stopped.

 
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Mushroom
23rd November, 2007 at 11:13:37 -

Thanks, it works fine.

 
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~Zigzag~



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23rd November, 2007 at 17:34:52 -

Oops...

 
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Mushroom
25th November, 2007 at 07:30:24 -

Argh.. is it not possible to make an active objekt an obstacle when using the PMO?

 
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Hempuli

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25th November, 2007 at 14:07:08 -

Yes, set
-Test for obstacle overlap
+(hero) collides with (activeobject)

-> Selected object overlaps as obstacle.

 
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Mushroom
25th November, 2007 at 17:48:20 -

Hrm, ok it worked.

Another thing... When i save the game as an application, non of the sound/music is in it.?.

 
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~Zigzag~



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25th November, 2007 at 18:10:34 -

Make the music external, that always works better for me.

 
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Mushroom
25th November, 2007 at 18:17:28 -

1. What does that mean?
2. It seems I can only use "play sample"-function, and not "play music". So I have to loop my wav-musicfiles as samples?

 
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DaVince

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26th November, 2007 at 03:34:11 -

1. External means "not internal". It won't be packed in the final mfa or exe, but rather as a seperate file.
2. "Play sample" handles digital music in MMF2, like OGG music. Use "play music" for MIDIs only.
3. Yeah, you should then loop that specific "sample".
4. DO NOT USE WAV. Convert them to OGG or something, it makes the files (and your game's file size) so much smaller and MMF2 supports them natively.

 
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Mushroom
26th November, 2007 at 10:06:53 -

Well, the music aint midi and I won't ruin it by converting.

But about ogg's, how do I convert my wavs?

 
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AndyUK

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26th November, 2007 at 10:20:03 -

Using Goldwave. Which has a rather lengthy free trial.

If your music wont play after making it an application you might have forgotten to add sound 'filters' look in properties.

 
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