Okay I've been working on this new kind of platfrom engine for Games Factory that emulates the fast loop engine only it doe'snt use fast loops. So far regular platfroming is working decently, but I got countless cinks to fixt out and one think I find about the games factory is that it's HARD to make a flawless platform engine. The closest to it is Bastian De Jong's UPM, if anybody to give me that or let me check that out I'll be Aokay, Bas has his site up but he's right now too busy to get it up right away. Though it had flaws as well it handle physics real well!.
It's going to be a cross between both the NES Castlevania(Platfrom movement and stair climbing) and the NES Batman games(Wall jumping and powerups). I'm just right now trying to get this thing to collide and keep itself together right before I add timed jumps, stair climbing, ladder climbing, powerups, and Wall Jumping.
What up Greg; I would suggest a series of hit detector objects lining your backdrops...
For instance if you had a column that you couldn't walk through; *crappy text-art follows*
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In order to get to the taller platform; the player needs/wants to do a wall kick. So you overlap the backdrop with an invisible active object barrier that's direction specific. Then you duplicate your jump event into a new event:
If Jump is pressed
While ActiveObject is overlapping WallBarrierLeft
And Holding Right
-----> Change animation to Wallkick; ((insert your jump actions here))
Just about everything else you want done can be done in a similarly flawless way; one thing you will want to do though is make it so whenever you hit a direction that changes an alterable value of your object (to keep track of direction; because the direction events can get messy).
For instance the stairs:
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A simple stairway doesn't really need any 'true' actions; just have another hit detector along the stairways (not visible at start), and while the player has any movement going on at all, and they are not jumping/falling; change animation to stairclimbing. Create the actual stairs as a slanted backdrop, make the ridges a separate backdrop with no effect on collisions.
Ladder climbing could be done by swapping your main object with a separate one (a flawless transition that's easy to do), or just having another group of events where when you're overlapping the center of the ladder, and you haven't pressed Left or Right or Jump, stick to the climbing animation, but of course only play it as you climb.
For powerups; all you really have to do is give them events that make it so they fall straight to the ground, but won't go through any obstacle backdrops, when picked up; they change another alterable value; and you can have that value start off at like, 30. And then every 1 second that value is above 0, it subtracts one from that value; so the power-up lasts for 30 seconds, and depending on what you want to use it for, you simply add tweaker events that would allow for more max speed during the higher value, higher jumping... etc.
Thanks Nick! I think thats would be the perfect way to doing at the point with TGF, I deleted the last download and plan on rewriting this again, I either might have to upgrade to MMF or those Basic programs, that or learn C++ more if I want a flawless platform movement, it's tough using TGF for things like this sense nobody has made a good platform plug in for TGF on this program. and BasDJ's Site won't be updated for awhile. He has his old site I need to check out again.
I don't write with grammer I write with feeling...
if anyone is interested I have a like to his old webpage he himself has archived, but the downloads for the tutorials don't work... Yet... Hopefully he'll get that fixed soon. http://havank.com/bastiaan/OldPage/ (Bastiaan De Jong's old site)
Edited by the Author.
I don't write with grammer I write with feeling...
" find about the games factory is that it's HARD to make a flawless platform engine. The closest to it is Bastian De Jong's UPM"
Put your games factory CD in, go to the examples, and check out that little game they call "Zeb". It has a nice(though rather complex) way of doing most platform things without fastloops.
I'll have to probubly go back to the Zeb Movement. That was pretty flawless for what it was built for, I should probubly go by that again and add more horizontal markers for fancy things like springs and such.
I don't write with grammer I write with feeling...