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moonbird99



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1st May, 2006 at 00:11:02 -

what the hell is this problem with I hate "default movement" - it's just puritanical "i am holier than shit stuff" - if the game graphics are decent and more importantly the concept and ideas are good then stuff how the character moves - maybe we should rename this site as the "DAILY HOW YOU MOVE YOUR HERO" - stfu

 
to start press any key ...... where's the ANY KEY??

Noyb



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1st May, 2006 at 01:10:11 -

Default platform movement has some annoying bugs in it, as said by steve in the comments of DistantJ's game. There are workarounds to some of them, however. You can use obstacles for the sides instead of the frame to fix the wall-climbing bug. To fix the ceiling-hanging one I believe you can use a flag to toggle player control over a single gameplay loop. It is possible to add stuff like double-jumps and bouncing off enemies in a default engine, but honestly if you're going to spend that much time on it you might as well make a custom engine. It's not a matter of being "puritanical." If it doesn't play well, then someone will point it out. Good graphics can't cover up horrid gameplay for very long, however an interesting plotline or some unique ideas can keep people playing despite a mediocre engine.

In Mario's Adventure, I used a modified default platform engine, with moving platforms, the above bugs corrected, plus bouncing off enemies for the last completed level. (I kept in the ceiling-hanging bug intentionally for a level when you are hallucinating with reversed controls so you could weirdly jump up by walking off the side of the platform while hanging.)

 
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1st May, 2006 at 01:38:25 -

The problem with default movement is that it's buggy as hell and gets in the way of gameplay. It also has a distinctive feel about it that's distracting when you've played as many shitty klik games as some of us have. It's usually a fairly good indicator of how much effort has gone into a game. If you can't be arsed making a custom engine, then you've probably just made another mario clone and navigating the mouse to the little grey X is likely to prove a lot more fun.

 
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DaVince

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1st May, 2006 at 10:44:40 -

Platform Movement isn't too good and makes people think you are lazy for creating your own, more flexible movement. I don't really mind sometimes, but some people really freak out and are like "OMG DEFUALT PLATFORM MMOVMENT!" You can safely ignore the people who make TOO big a point outt of it, but don't ignore the people who just say something like "you might have tried platform movement".

 
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AndyUK

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1st May, 2006 at 19:06:55 -

Is is wrong to want to play some decent games? We know from Experience that games suffer pretty badly with default engines enabled.

what the hell kind of quote is "i am holier than shit stuff"
who said that?

The default movement is not supposed to be the no.1 choice when making games, you are supposed to use the event editor to create movement in your games. That option is there for people who are new to get a game going before they learn to use the program properly.

We aren't Nazis you fool.

 
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steve



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1st May, 2006 at 22:59:08 -

Moonbird; are you for real!? you think that graphics are more important than the core engine of a game: background collision detection, movement, glitches/bugs, momentum, character ability and controllability - you obviously know almost nothing about game design or it's history to make such an ignorant comment.
Without a smooth engine the game is non-existant just like the majority of the half-assed lazy, crap that we see time and time again here.
The fangame/"tribute" makers are a great example of what happens when retards are let loose with default movement systems.
"Hey guys! Look what I made all by myself!!!"

If a game is poorly programmed, with or without good graphics then it will turn out shit, and this has been proven for years and years thanks to default movements.

 
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moonbird99



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2nd May, 2006 at 00:11:14 -

I said the concept and ideas are more important, more important than eg: the strength and gravity of the arc in which the hero jumps!

 
to start press any key ...... where's the ANY KEY??

Silveraura

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2nd May, 2006 at 00:24:18 -

The movement is more importiant then the game, concept and idea's come next, then sound and graphics. If you want a good story, its a great addition to the game, but games are for playing and having fun, and you cant do that with an engine as shitty as the default platform movement. If you want a good concept and good idea's, go read a book. Period.

 
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moonbird99



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2nd May, 2006 at 00:35:06 -

So I can jump about smoothly and duck and dive etc... and that makes a game good? Er ..... sorry I think I'd get tired of that after a while - I would want a reason to want to play the game rather than marvel at your wondrous movement - double period (farts) ... woops sorry ... bit of story there!!

 
to start press any key ...... where's the ANY KEY??

Silveraura

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2nd May, 2006 at 01:43:34 -

Movement in the game needs to be smooth and easy to play. The game may be hard, but NOT because of a shit ass engine, and that’s exactly what the platform movement is. A little hint to game design, if you don’t know what makes a game good, then it might not be a good idea to actually make one. Now kindly walk away, being that you are honestly willing to argue a fact that everyone is againced you with. Thanks.

 
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2nd May, 2006 at 08:03:12 -

If you have a crap engine, you will have a crap game. No amount of beautiful graphics is going to make your game fun if the engine sucks. As a generalization, people who cannot code well or are too lazy with click products use default platform movement. It is very noticeable when someone uses default platform movement, all you have to do is feel the annoyances of not being able to jump over walls next to you, or getting your head stuck in roofs.

 
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RenatoDep

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2nd May, 2006 at 20:52:59 -

well said

 
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Knudde (Shab)

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2nd May, 2006 at 21:34:56 -

If your movement is broken, so is your game. Period.

 
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moonbird99



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4th May, 2006 at 00:02:39 -

"If your movement is broken, so is your game. Period."- Jesus help me

What an empty, uncreative one liner - so you're saying fuck your creative ideas for a game - if your hero sticks to the roof or doesn't jump over a block how you want then you may as well give up?

What an inspiration that is for noobs!! Thanks mate but no thanks - double period - or infinite period.

The point I am trying to make is that there is more to just custom movement in a game - the whole, overall design/concept is pretty important!

I suspect a good idea will hook a player (not involved on this site) if the story is thought out rather than a particular animation sticks to a block

 
to start press any key ...... where's the ANY KEY??

Noyb



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4th May, 2006 at 00:18:48 -

A good story can only make up for poor gameplay to a limited extent. If the game is a chore to actually play, then I suspect that not many people would want to see it through.

Yes, innovation is important, but just because something is creative doesn't mean that it should not or can not be polished. You aren't supposed to give up; you are supposed note what bugs or aspects of gameplay hurt the experience, and learn how to fix or address them in the future for a more fun game.

Looking at commercial games, some games are fun without needing an elaborate story or innovation (Geo Wars), some keep me interested far longer than I would normally due to characters and story (Final Fantasies), and some meld tight gameplay, innovation, and a compelling story (Psychonauts). Do you have any specific games in mind about you point, moonbird99?

 
"Omg. Where did they get the idea to not use army guys? Are they taking drugs?" --Tim Schafer on originality in videogames
   

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