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Message
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lembi2001
Registered 01/04/2005
Points 608
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25th April, 2012 at 25/04/2012 09:43:41 -
Hmmm.. not sure if that title makes sense!!
Ok, I need to find a way to control the left and right movement of upto 100 objects automatically. I thought of using the PMO and a group but that doesn't work.
What i am trying to do is have upto 100 characters walking on a platform in a line (think lemmings). Each one will have to move independently of the others and have a Y velocity that i can measure (for high impacts).
Anyone able to help me out? It doesn't have to be all 100 for the example as the game will only feature this many objects on screen at once as it progresses.
Also open to working with someone else on this if they want to join me, the Level Editor is done now so it's just a case of game engine and graphics! Drop me a message for more info.
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nivram
Registered 20/07/2006
Points 171
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25th April, 2012 at 25/04/2012 15:39:08 -
Hi. I have two or three lemming examples on my website. Maybe one of them can help out.
Marv
458 MMF2 & CTF 2.5 examples and games
http://www.castles-of-britain.com/mmf2examples.htm
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lembi2001
Registered 01/04/2005
Points 608
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25th April, 2012 at 25/04/2012 15:43:26 -
Cheers Marv
Will take a look at these later.
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Chris Burrows
Registered 14/09/2002
Points 2396
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25th April, 2012 at 25/04/2012 15:47:23 -
When do these objects change direction? When they hit a wall? When the player clicks em? You need to be more specific.
If all you want is for objects to move left right, simply use:
ALWAYS: Set X position to X position - 1 (for left)
ALWAYS: Set X position to X position + 1 (for right)
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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25th April, 2012 at 25/04/2012 17:06:16 -
A simple example that doesn't use any extensions or detector objects:
http://skydrive.live.com/redir.aspx?cid=b1e7ee094271bbda&resid=B1E7EE094271BBDA!513&parid=B1E7EE094271BBDA!131
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lembi2001
Registered 01/04/2005
Points 608
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25th April, 2012 at 25/04/2012 22:59:13 -
Cheers sketchy!!
That works really well. Now to translate it for my game so that i can add in all the animations for my characters!
Thanks again!
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AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
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29th April, 2012 at 29/04/2012 19:19:37 -
Yeah internal detectors!
I always had trouble when trying to code multiple instances of an object that uses internal detectors when trying to make collisions work with active objects and backdrop objects when i included ledge detection.
I wonder if there's any examples of that out there?
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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29th April, 2012 at 29/04/2012 19:56:46 -
http://skydrive.live.com/redir.aspx?cid=b1e7ee094271bbda&resid=B1E7EE094271BBDA!515&parid=B1E7EE094271BBDA!131
You can do away with the "Select Object" extension, as in the previous example.
Handling collisions between between different instances of the same type is still a massive pain in derrière though. So for example, if you're making a Lemmings clone, it's going to make things easier if the "blocker" type lemming is a different object type.
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