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SquishyGecko840



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21st December, 2008 at 23:37:42 -

i was wondering how to properly use the sticky object cause for some reason it wont connect my moving platforms to my character so he doesn't fall off as it moves

 
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SquishyGecko840



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30th December, 2008 at 08:41:45 -

well does any one have any input?????

 
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Silveraura

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30th December, 2008 at 09:03:54 -

If you're making a custom engine, rather then using the sticky object, try flagging the object to take into consideration, the motion of the platform, as it's moving, and calculate that into the position of the player. That way if they're standing on a moving platform, the motion of the platform is added to the motion of the player, similarly to how if you added movement to the player when you press player controls.

 
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siven

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9th January, 2009 at 01:33:20 -

were using the platform movement object

 
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9th January, 2009 at 02:24:59 -

What's the sticky object? My mind is brewing up game mechanics that use it as we speak and I don't even know what it is!

 

  		
  		

siven

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9th January, 2009 at 22:35:50 -

its an object that allows you to stick things to other things, so for example, could be use for a halo side scroll engine for the sticky grenade. does anyone know how we could do moving platforms without it?

 
[Game design makes my brain feel like its gonna explode.]

Ricky

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9th January, 2009 at 22:50:45 -

I do. It's easy. For example the platform move at a speed of 1 pixel per cycle.

Then you could do this:

-always-Set your Y to Y +1
"this moves you down so you can detect the platform"
-If overlapping object- Set Your X to X + 1
"moves you one forward"
-always set your Y to Y -1
"moves you back up to where you are supposed to be"


I'm really kind of disgusted that people want to use an extension for something that they could easily do themselves. Extensions should be used for things MMF2 can't do.



Edited by Ricky

 
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AndyUK

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10th January, 2009 at 01:11:18 -

Surely there is nothing wrong with using an extension just because it's easier?

 
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KlikCast Musician! Guy with a HatSomewhat CrazyARGH SignLikes TDCHas Donated, Thank You!Retired Admin
10th January, 2009 at 04:45:58 -

That system might not always work, depending on the moving platform system.

I haven't made one in ages, but I seem to recall setting two values upon collision with the platform; one to keep track of the character's X position relative to the center of the platform at collision, and one to keep track of the Y. Then, I used a set of events to keep the character that set distance from the platform unless input is detected.

Now, depending on the platforming engine, you may be able to just plain old add to the X position when the arrow keys are pressed... otherwise you may need to get creative. :\

That probably didn't make much sense. I'm almost asleep...

Ah, just read that you're using the PMO. Never used it, so my experience stops here. :|

 

  		
  		
   

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