The Daily Click ::. Forums ::. Klik Coding Help ::. a couple of questions
 

Post Reply  Post Oekaki 
 

Posted By Message

MidnighT_RaveN



Registered
  20/09/2003
Points
  86
8th October, 2003 at 15:45:09 -

hey guys, first I'd like to say The Daily Click is one happening place. it's helped me out a lot, and most "real" articles are well written and pleasent toned.

hmm so anyways, I have a few problems with a game I'm working on.
First of all, I'm trying to make a bad guy that moves along walls and stuff, like the many wall crawling enemies in metroid... this is something I've been trying to figure out for a long time and I don't seem to get it... the only way I can think of is to make detectors, but detectors binded to each ovject seems kinda.. bleh..

my second question has to do with custom platform movements. I made one using detectors and stuff, and it works great... but is there a way to go up ramps and stuff?

btw, I'm making a metroid-esque game if you couldn't tell..

gracias

 
n/a

Mr Coffee



Registered
  04/09/2003
Points
  440
8th October, 2003 at 17:54:27 -

If you have MMF 1.5 you can use collision masks instead of detectors to make a movement like that.

 
99 percent chance that the above post is 100 percent correct.

Radix

hot for teacher

Registered
  01/10/2003
Points
  3139

Has Donated, Thank You!VIP MemberGOTW WINNER CUP 1!GOTW WINNER CUP 2!GOTW WINNER CUP 3!GOTW WINNER CUP 4!
8th October, 2003 at 19:26:03 -

For wall crawling, try creating an above, below and side-side (just one long one that goes from the left side of the enemy to the right) detector objects, and when they're overlapping a backdrop, make them move up or down according to a flag. Then use a random event to determine when the flag toggles. Same for left and right when overlapping a ceiling.

Then, if you want enemies that can jump off the wall and do stuff (like the mantis pirates in metroid), just have them replaced by another object with a different movement.

If you're having trouble in corners, such as when the left and top detector are both overlapping, use invisible objects spaced apart to determine where it can go.

However, since I think you're referring the the Goomers in metroid (like the critters that follow walls like the spark bubbles in 2d zelda games), why not just use a path movement? Unless of course the background is going to shift around.

 
n/a

MidnighT_RaveN



Registered
  20/09/2003
Points
  86
8th October, 2003 at 22:51:31 -

well see, I'm making an actual engine... fully editable and with a level editor and such, so all the levels would be stored externaly. other wise, if all the levels where built into the application I could just use the path tool. I think I would be able to make the space pirate one object as well. but thanks anyways...


collision mask? how do those work exactly?

 
n/a

Mr Coffee



Registered
  04/09/2003
Points
  440
9th October, 2003 at 11:56:22 -

Collision masks let you detect if a backdrop is at a certain position relative to an object, so you don't have to use detectors. When you create a new condition if you click the storyboard condition you will see it as an option.

 
99 percent chance that the above post is 100 percent correct.

MidnighT_RaveN



Registered
  20/09/2003
Points
  86
9th October, 2003 at 17:35:34 -

I can't seem to get it working tho.

[edit]
all I have so far is the zoomer falling when it's not overlapping a back drop or a collidable object.

Image Edited by the Author.

 
n/a

Radix

hot for teacher

Registered
  01/10/2003
Points
  3139

Has Donated, Thank You!VIP MemberGOTW WINNER CUP 1!GOTW WINNER CUP 2!GOTW WINNER CUP 3!GOTW WINNER CUP 4!
9th October, 2003 at 18:25:13 -

okay, I figured this out. Assuming all your backgrounds are square tile based, create detectors two on each side, like a hash (#), not diagonal ones. Then, one will stop overlapping before the other on any side, so it'll know which way to turn...

...Wait, this doesn't sound nearly as good as it did at 6am this morning.

 
n/a

MidnighT_RaveN



Registered
  20/09/2003
Points
  86
9th October, 2003 at 18:29:18 -

I could do it with detectors, but then I'd hafta assign detectors to each new crawler that is created... I'm still trying to figure out collision masks.

 
n/a

Pete Nattress

Cheesy Bits img src/uploads/sccheesegif

Registered
  23/09/2002
Points
  4811
10th October, 2003 at 11:07:30 -

if you have duplicate objects and you're using the collision mask detection, it won't work because of MMF's object focus. if i were you, i'd read Jannis Stoppe's excellent article on how to get round it.

http://www.create-games.com/article.asp?id=1082

 
www.thenatflap.co.uk

AndyUK

Mascot Maniac

Registered
  01/08/2002
Points
  14586

Game of the Week WinnerSecond GOTW AwardHas Donated, Thank You!VIP Member
10th October, 2003 at 19:24:20 -

wall climbing is easy (the way im thinking)
make it if the enemy is not over an obstacle x coordinated -1 or +1 depending which wall you want them on
and always when flag is on y = to they're own y coordinated -1
the same for flag off except +1 at the end

and when they hit a wall toggle flag

i may not have written that so well.

 
.

Mr Coffee



Registered
  04/09/2003
Points
  440
12th October, 2003 at 00:43:27 -

You can make it work with multiple objects and collision masks if you use looping.

 
99 percent chance that the above post is 100 percent correct.

Deleted User
21st October, 2003 at 06:47:43 -

When using collision masks to enemys, you must remember to switch "Handle collisions even out of window" on. Otherwise, the collision mask doesn't work outside the window.

 
   

Post Reply



 



Advertisement

Worth A Click