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..
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.
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 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.
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.
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.
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
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.