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SephirothClone13



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5th June, 2009 at 20:57:03 -

So I've been thinking about how to implement movement within a fighting game and I couldn't quite decide on whether to use a Custom Movement Engine and use values to incorporate jumping movements and gravity, OR to use a Custom Platform Engine as walking and jumping (w/ gravity) would be built in during the design process...

Any thoughts on this?

 
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Megaman Fosho

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5th June, 2009 at 20:59:41 -

I don't really get the question :3

I would do whichever one is easier for you.

 
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SephirothClone13



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5th June, 2009 at 21:11:51 -

Well i figure that either way i'm making it from scratch (w/ the help of a tutorial), but i'm not quite sure how easy it would be to incorporate gravity into a custom movement engine, where it would already be a part of the platform engine y'know?

 
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5th June, 2009 at 21:16:26 -

The basic working of a custom movement is the gravity. I think you can do it, it's not hard. It's almost always better to design things to include all features from the start rather than tacking them on. Causes lots of hiccups, and made me postpone one of my projects permanently until I can restart it.

 

  		
  		

SephirothClone13



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5th June, 2009 at 21:31:45 -

Thanks for the input

 
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noPE

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5th June, 2009 at 22:11:13 -

not sure i get it either. when referring to custom platform movement one doesnt usually mean that they customized the already built in platform movement. the reason FOR a CPE is because the built in one sucks, so an entirely new one is made from scratch. a CPE is a "type" of CME.

 
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SephirothClone13



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5th June, 2009 at 22:28:42 -

I understand the difference between the default PMO and a CPE... I suppose I never really thought of CPEs being CMEs because they are for a specific movement type... If you get what I mean.

So to clarify, If a CME has the gravity (just as an example) built in, would that makeit a CPE? Or at least the beginnings of?

 
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5th June, 2009 at 22:38:33 -

the beginnings of one no doubt. but even top down movements can have gravity. zelda style rocs feather? particle effects? etc.
im not sure what you mean by built in though? its custom so everything needs to be made by you.

 
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SephirothClone13



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5th June, 2009 at 23:22:06 -

I've never really thought of top down objects as having gravity. I thought that'd work by moving object between layers (if that could be done). When I said 'built in' i was referring to the development of the engine...

Gravity, jumping, object accelerations, platform collisions, etc. are all things that you'd take into consideration while making a CPE, so making them built in functions. This is as opposed to making the engine first and then trying to incorporate these functions, which appears to be much harder.

Did that make sense?

 
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6th June, 2009 at 00:32:21 -

i see what you mean. but its kind of impossible to make the engine without those functions. so either way you would need to incorporate them first. best way to start is write and/or draw it all out first. jot down any variables and constants you will need for the engine. any detectors you might need, depending on the scale of functionality the engine needs. if all you need is moving and jumping, then all you need is x, y, gravity, and detectors for ceilings walls and floors. you could even go the route of a detectorless engine, but thats a bit overcomplicated at the expense of a few less objects on screen.

 
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SephirothClone13



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6th June, 2009 at 09:02:39 -

because the engine is going to be designed for a fighting game I think that having no detectors would be easy as I only need to test the postion of objects near the edge of the screen; it's the jumping function that's going to be the most work I think. Overall the engine would be very simple compared to others as it only need functionality for moving and walking.

The only reason that I would need to use detectors is if I was going to take the route of a Smash Bros. style of gameplay with platforms and whatnot.

 
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