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erghhhhx



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Mushroom
17th November, 2007 at 21:36:19 -

I'm makin a simple platformer in MMF2 and ive created my player using the default platform-engine and I've made backdrops but the stupid active object doenst seem to be able to stand on these, even though ive tried setting them both as obstacles and as platforms. What might my problem be?


I would be happy for answers // Toxie'

 
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Dr. James MD

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17th November, 2007 at 21:56:17 -

Is it possible to make platformers in MMF?

 
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17th November, 2007 at 22:04:32 -

When 'Hero' collides with backdrop = Movement > Stop

That event should prevent the player from falling thru the obstacles.

 
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erghhhhx



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Mushroom
18th November, 2007 at 06:31:44 -


Originally Posted by \/\/olf
When 'Hero' collides with backdrop = Movement > Stop

That event should prevent the player from falling thru the obstacles.



Yes, that's true. But it also makes the hero stop when his head touches obstacle from below. This is what im trying to prevent. Btw, thx for answer.

 
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Klikmaster

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18th November, 2007 at 08:17:43 -

Set the backdrop as platform rather than obstacle.

 
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erghhhhx



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Mushroom
18th November, 2007 at 10:42:39 -


Originally Posted by KlikMasta Claus
Set the backdrop as platform rather than obstacle.



Well, I've tried it with both. It does NOT work as it should. It was much simplier in TGF.

 
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Del Duio

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18th November, 2007 at 12:17:20 -

Having backdrops set as platforms should allow your guy to jump up from below it and stand on them fine, that's weird.

I would definitely suggest that you look into making a custom platform movement. It might be a little hard to get exactly how you want it, but it will pay off in the long run.

 
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18th November, 2007 at 12:34:35 -

Or use the PMO.

 
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18th November, 2007 at 14:56:07 -

the problem is with the built in movement. that is with why most people move onto custom movements.

 
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erghhhhx



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Mushroom
18th November, 2007 at 19:45:43 -

Thank you for your answers, everyone.

EDIT: Ehum.. Another noob-question: How do I use the PMO? How do i get started after choosing the properties for the platformer?

Image Edited by the Author.

 
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~Zigzag~



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19th November, 2007 at 01:36:38 -

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Direct Link: http://img517.imageshack.us/img517/1453/codeforpmodp5.png

Thats just the basic code, no animation or anything.

 
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19th November, 2007 at 02:15:39 -

Just read the documentation provided ;}

 
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erghhhhx



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Mushroom
19th November, 2007 at 06:59:36 -

Thanks people, i got it now.

 
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erghhhhx



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Mushroom
21st November, 2007 at 09:01:48 -

Ergh, one more thing...

Why can't I use ladders with the PMO? Is there some special way..?

 
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21st November, 2007 at 21:46:41 -

From the documentation:

Ladders can be done in many different ways, too. The simplest way is probably to test if the selected object overlaps with the ladder object, and the user is pressing the up key, then set additional Y velocity to -100 or another negative value, also set the maximum Y velocity to 0. Set additional Y velocity to 0 when the user is not pressing the up key, and set the maximum Y velocity to it's default value again. Also do the same when pressing down on a ladder.

 
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22nd November, 2007 at 02:04:57 -

I made a jump pad with that as well.

 
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erghhhhx



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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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erghhhhx



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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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erghhhhx



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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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erghhhhx



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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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erghhhhx



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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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erghhhhx



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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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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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erghhhhx



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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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erghhhhx



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Mushroom
27th November, 2007 at 13:27:32 -

Hrgmm.. Perhaps I should make a new thread for this.. But !

I'm trying to get the level-passwords to work, I've tried both the built-in password option in the menu and to make a "rich edit object", but i can't get it to work. :/ Any ideas?

 
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27th November, 2007 at 14:42:10 -

Using a simple edit box or similar, you can compare the content to a string containing a password, and jump to a frame when that happened.

 
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27th November, 2007 at 15:49:13 -


Originally Posted by Dr. Jamesa Claus
Is it possible to make platformers in MMF?



Why was this joke overlooked? I'll justify this for you James.

L.M.A.O!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

HAHAHAHAHAHHAHA .. no, that really did make me laugh out loud

 
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erghhhhx



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Mushroom
27th November, 2007 at 21:43:42 -

DaVincer: Yea, I've thought of that but I just can't find the right code for it... =/

EDIT: No, I got it now. Thanks

Image Edited by the Author.

 
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28th November, 2007 at 12:54:10 -

Tim ;_;

I was JUST going to post that, but you beat me to it. ;___________;

 
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erghhhhx



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Mushroom
28th November, 2007 at 19:22:49 -

WAwrrrgh, how does the opacity-thingy work? I want to make a under-water map.

 
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Joe.H

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28th November, 2007 at 19:46:33 -

If i remember rightly, MMF goes from 0 (opaque) to 128 (Transparent)

or maybe they changed it to 100.. I havent done it for ages.

For semi transparancy, anywhere between 40 (for light coloured objects) and 60 (for darker objects) would probably suffice

 
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Klikmaster

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29th November, 2007 at 04:05:23 -

Yeah, it's still 0 to 128

 
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Tim

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29th November, 2007 at 04:56:29 -


Originally Posted by -Slínka Claus-
Tim ;_;

I was JUST going to post that, but you beat me to it. ;___________;



I'm a day in teh future

 
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29th November, 2007 at 11:37:44 -


Originally Posted by Mr SilverNova

Originally Posted by -Slínka Claus-
Tim ;_;

I was JUST going to post that, but you beat me to it. ;___________;



I'm a day in teh future



Which one? Friday?

 
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29th November, 2007 at 11:48:27 -

No I just have two wednesdays a week like everyone else

 
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erghhhhx



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Mushroom
3rd December, 2007 at 20:58:16 -

A true noobie-question:

How do I unlock backdrops that I've, ehh.. locked!?

 
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Deleted User
4th December, 2007 at 03:37:35 -

You have to 'unlock all' in the object menu or something.

 
   

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