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Muz



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9th August, 2003 at 08:55:54 -

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).

 
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The Chris Street

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9th August, 2003 at 09:30:24 -

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

 
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Mitch M

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9th August, 2003 at 10:03:37 -

Do you mean mr Retro Circy? It's not detecless is it?

 
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9th August, 2003 at 11:37:17 -

No, I dont mean Mr Retro

 
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Daniel[Crazy_Productions]

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9th August, 2003 at 12:04:41 -

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

 
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Jenswa

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9th August, 2003 at 12:16:00 -

Yes, so does my direct x sdk.

But in fact mmf 1.5 has it also,
to check for collision/background at coordinates (x,y).

But i am not an mmf person, so perhaps SC
can help you here.

 
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Hagar

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9th August, 2003 at 12:21:29 -

It aint that hard Muz. You just need to take your time and test it very often. (i dont like detorless engines to be honest).

 
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Werbad



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9th August, 2003 at 12:57:07 -

I'm allways making my engines with fastloop and it works fine... but it took a while to learn how to use fastloops...

 
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Klikmaster

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9th August, 2003 at 13:13:43 -

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

 
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DeadmanDines

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9th August, 2003 at 13:22:17 -

The collision mask is what I always use.

Or cheese. Cheese is good for making Custom Movements. I'd say it's the best method in fact. I mean heck, it never goes *wrong* as such...

 
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9th August, 2003 at 13:42:44 -

mmm... cheese...



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9th August, 2003 at 16:42:46 -

It's V possible, heres and example:

Pressed right - player.x = player.x + 5, set player.alt a to 1

player collides with backdrop
+ counter = 1 - player.x = player.x - 5

The events counter each other, making the player not move at all - or if the object does move it's too quick for the eye.

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Muz



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23rd August, 2003 at 22:49:29 -

Uh... Andy, I'm having a bit of trouble understanding that. Would you mind explaining what it means?

 
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Lazernaut



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25th August, 2003 at 17:30:23 -

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

 
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Bzzt!



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26th August, 2003 at 04:53:21 -

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.

 
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