Question 1: Is there a good double jump engine for a platformer that does not use a custom platform engine?
Question 2: This one just pisses me off... ok, i have 2 objects: one with platform movement and the other one set to always be at position 0,0 of the first objects action point (i have to use the action point because the hotspot is set up to be used for something else). It worked perfect for a while, then all of a sudden the attatched object would trail behind the first one, instead of being ALWAYS at 0,0. Its like they are attatched by a rubber band instead of being pinned to eachother. Anybody know whats going on? I noticed that it would do this if you were at the edge of the screen, but if you moved into a side scrolling camera angle, it worked fine. Now it no longer does. I was fiddling with the fastloop, but havent found anything that works yet. *frustrated* I'm using CNC32 if thats important.
1) No, I've seen (terrible) attempts but it would be much easier to use a custom movement engine.
2) MMF's 'Always' acts every 50th of a second, so if your moving object is travelling too rapidly then the other one isn't going to be set to its position quickly enough. There are two solutions for this. First of all you can give the attachee object the same movement as the attached, but if it's a platform movement that won't work very well.
Secondly, use a custom movement engine and reposition the trailing object just before (in the event sequence) you do the moving object.
Custom movement engines are really easy to do. Find an example or something if you can't handle it alone, but it's really one of those fundamental things you have to be capable of to make anything good.
Much agreed. You definitely need to look into a custom engine. Either make your own or use one of the many freely available ones and just give credit to the author. We should put that horrid default platform movement out of its misery.
If wishes were fishes then we'd all smell like ladies' underwear.