The Daily Click ::. Forums ::. Klik Coding Help ::. PMO vs. Custom Platform Movement Which is more preferable?
 

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ELC_Games



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22nd November, 2009 at 02:49:35 -

I've used a bit of PMO, and a bit of Custom Platform Movement for means of moving my character. I'm having a difficult time deciding which type to use in my game. Which type of movement do your prefer to use, and what's the reasoning behind your decision?

 
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22nd November, 2009 at 02:53:25 -

I like making my own, simply because I like to have absolute control of every aspect of my game n_n

 
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Candy Cane
22nd November, 2009 at 02:54:59 -

You can pretty much manipulate the PMO to do whatever you want

 
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22nd November, 2009 at 04:02:27 -

I make my own, mainly because It isn't any use to me.
I hadn't upgraded The Games Factory to Multimedia Fusion 2 when it came out either so i didn't even mess about with it back when i might have benefited from it.

 
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22nd November, 2009 at 04:06:10 -

PMO does make you game exe larger by 21kb

I try not to use many extensions just in case I want to make it vitalized or javalized later.

I've never used pmo though so I can't really tell you what to do.

 
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22nd November, 2009 at 04:46:49 -

I try not to use extensions quite simply for the fact that should I ever run into any sort of problem with the game, that's one less uncontrollable variable I could run into. When I run into an issue in a game, I tend to break it down into one of the following:
My programming is at fault - I misjudged the outcome of events, order of events, or just out right messed something up. Most common.
Multimedia Fusion 2 is at fault - Something I'm trying to do isn't working because MMF itself isn't doing what it's supposed to. Rare
Extension is at fault - An extension isn't doing what it's supposed to be doing, or it's intentionally designed to work a different, and unexpected (for me) way. Example: Advanced direction object does 360 in reverse of Multimedia Fusion 2. I don't care the reasoning, it just does, and it messes me up.

So with that said, I would much prefer a custom platform movement engine over the PMO if I was trying to make a long term project that I wanted to put a lot of work into making my own. However, as is the case with any extension and probably any person here, if the project was shorter term and more or less just for the hell of it, an extension that dramatically decreases the amount of work I have to do, at a risky possible long term disadvantage, I can't say I would have much of a problem with it.

Edited by Silveraura

 
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22nd November, 2009 at 07:27:13 -

I prefer PMO because as Adam said, you can pretty much manipulate the PMO to do whatever you want. You can add detectors to it if you want some advanced wall jumping or something and by itself it just works perfectly.

 
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29th November, 2009 at 17:01:47 -

I used the PMO once, I think it was while looking at some source of Adam's, who ALWAYS uses it.

I use custom, I have plenty of them.... The last one I did is SO DAMN AMAZING THAT I COULD CHARGE YOU FOR IT....but I won't, I'm just working out the kinks and will release it to the world open-source. fairly soon.

 
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Candy Cane
29th November, 2009 at 17:25:24 -

Yes, I always use it. Simply because you can set it up in less than 5 minutes for a basic platform movement, it's pretty reliable and can be manipulated in to a very proffesional feeling movement. Like I said, most custom platform movements Ive tried have been floaty or too heavy feeling.

 
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29th November, 2009 at 17:39:47 -


Originally Posted by -Adam-
... most custom platform movements Ive tried have been floaty or too heavy feeling.



That is because they are heavily rushed. Either too lazy to use floating variables, fast loops or multiple forces (using floats).... Edge hanging, wall jumping, slopes, most these things are too advanced for the average person. I can make a CPE that out performs PMO and still uses no detectors. Also, I don't like relying on an extension to do a job I can do myself and still keep it compatible to multiple types of compiling.

And I don't know how to use PMO, lol. I know most of its capabilities though.

NOTE: I have nothing against PMO for artists, it's an excellent way for excellent artists to make excellent games.

 
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29th November, 2009 at 17:46:39 -

Off the top of my head PMO can do:
Double Jumps, Conveyor Belts, Wall Jumps, Wind, Moving Platforms, Slippery Ice, and Slopes.

 
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Candy Cane
29th November, 2009 at 17:53:11 -


Originally Posted by Jon C-B
Off the top of my head PMO can do:
Double Jumps, Conveyor Belts, Wall Jumps, Wind, Moving Platforms, Slippery Ice, and Slopes.



That's all using the variables on the PMO I guess. With extra programming you can do rope swinging, slam attacks, anti-gravity, flying, gliding and probably hell of a lot more You can also use the PMO for multiple enemies.

Edited by Ski

 
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29th November, 2009 at 17:58:36 -

Off the top of my head CPE can do:
Double Jumps, Conveyor Belts, Wall Jumps, Wind, Moving Platforms, Multiple terrain types (ice), slopes (with resistance), edge hanging, jump through platforms, air friction, multiple gravity centers, platform crap, wall sliding, external and/or internal variables, no detectors, fully configurable AT run-time, enable/disable controls, pause movement, slow motion movement, crawling, Enemies, and prolly quite a LOT more, whatever you want it do to really.

 
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Candy Cane
29th November, 2009 at 18:31:37 -

A pretty pointless argument then, considering the PMO is capable of those.

 
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Liquixcat

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29th November, 2009 at 20:53:22 -


Originally Posted by -Adam-
A pretty pointless argument then, considering the PMO is capable of those.



I'm sorry, I didn't see those features built in? I think it IS capable of that when you also add your own custom events to it, correct? Which would actually just make it a CPE Hybrid of a PMO. I would like to hear PMO's basic features without any real custom coding added to it. If those features are built-in than I apologize.

 
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