Is it possible to do the custom movement engines without the detectors? You know, those detectors that check when the player bumps left, right, up, down, the moves the coordinates accordingly.
Well, they're a bother when you're trying to make enemies that don't use the path/ball movements and even more annoying when you wanna make a game with armies and such. So I ask, is it possible to make a custom movement engine using only code? I tried fooling around with those little active object edge thingies but I can't seem to do it right.
Please help me... for without the knowledge to do this, I'll probably be limiting myself to text-based games or games where such detail isn't necessary (eg. Invasion of the Muz II).
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
It is perfectly possible But you'd need to figure out how to use fastloop. My first platform engine with fastloop was rubbish (it had no gravity or anything) but it was detectorless
its perfectly possible but sometimes its a bit buggy ...its much easier learning game maker cause it has a condition called check collision at a position
Beware of life ...so far noone have survived it.......
if you choose new condition in mmf 1.5, there is a handy tool called "Collision Mask". You can check whether there is an obstacle at coordinates, so u could do that relative to the player
Fred: I thought there was a choice for lunch today. .
Cook: There is.
Fred: No, there isn't. There's only cheese pie.
Cook: You can choose to eat it or leave it.
Uh... Andy, I'm having a bit of trouble understanding that. Would you mind explaining what it means?
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
i'm not sure that would work. You making the prog. check to see if they player is 5 pixels right from where he is, but they player is where he is, and not 5 pixels to the right...if you know what i mean. So that condition would never return true
The problem with detectorless engines is when you add animations, and you're using Active Object walls/platforms. If you don't use them, it's perfectly fine.
However, in the defence of detector platform engines... you only REALLY need one detector. It's just easier to understand when you have four different detectors that don't move around.