anyway game maker is much better suited for making custom platform movements than gtf/mmf cause it doesnt need any detectors(its possible to make virtual detectors in the code) and it CAN move stuff in decimals of a pixel(ex:0.2) wich will make it possible for you to have a smooth moving object with very low gravity.
Beware of life ...so far noone have survived it.......
Do I have the guts? You make it sound so intense. I have been making click games for a long time. I was just asking a hypothetical question, not trying to achieve the mastery of becoming a professional programer (which I technically already am).
I can make a pong game in 23 minutes.. whoho! Just kidding
Yeah, and MMF is practically LIMITLESS because of it's expandability through C++. Game maker so far only has 2 extensions. Also, I couldn't make my own Platform movement through Game Maker if I tried. It just seems as they do things the other way around. It's hard work to even get an HUD working, because there's no retrieve expression button! Now doesn't THAT suck?
Project Progress:
1.: Droid Runner (5% Complete)
Finishing Up Game Engine
well you DONT need an retrive expression button just type the objects name.the variable you want to retrive like: objChar.direction and if you dont know what the variabl's name is then just go to the advanced section in the helpfile and look it up
Beware of life ...so far noone have survived it.......
MMF is pixel based...if it can move in decimal pixels(for example 0.2) then it wouldn't show except every fifth time(when it hits an actual number).
If you edit the standard platform movement so greatly then it's exactly the same as a custom engine, except you're letting the game handle a few events, like accelleration, deaccelleration, gravity, and speed.
If you custom code those you don't need to use the standard platform movement.
P.S. I've been kliking since 2001! My first year was a total flop, everything sucked(but I learned lots). Then in 2002, everything made sense.(starting with a bug-free tic-tac-toe game)
In 2002 I mostly learned how to make an RPG, but never actually finished one. Now, in 2003, I'm making an RPG with that knowledge. It's bug-free so far.