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SoldjahBoy



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25th October, 2006 at 13:34:49 -

Sorry if this has been requested before... I had a few search attempts before caving in and making this topic.

My problem is this:
------------------
I am making a game where the character can change clothing, armour, weapons etc, which will directly affect the way the character looks (IE. Diablo II style armour changes). I have created a "doll" character as one object, and the armour as a seperate object.

I have the objects linked so that-
*On Loop "clothes"
- Position X (clothes object) = Position X (player object)
- Position Y (clothes object) = Position Y (player object)

*Player is (NOT) moving
- Start loop "clothes" 1 times

No matter if its set to 1 times, or 1000000 times, the armour doesn't "follow" the character properly. It seems to have "lag" behind the movments and looks like the clothes are about to fall on the ground (not so bad in hind sight... the character is female lol).

There HAS to be a better way of doing this... I've seen people mention "oh you can fix that using a fastloop" but nobody ever acctually gives an example of the code needed.

Any help would be GREATLY apprectiated!

Oh and, I'm new here... but not new to making click games. I have geen messing around for the last 10 years with Clickteam software, but belive it or not this is the first time I have tried to create independantly animated linked objects. I have just gotten MMF2 and hope to become nicely intergrated into the Daily Click community. Eventually I will be able to contribute in some way and not be some annoying guy that asks too many questions.

Sorry for the long post!

-Sol


 
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Joe.H

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25th October, 2006 at 13:41:36 -

Your best bet is creating a rectangular mask object with same dimensions as the character, then set this to use all movement, and then set the character to (0,0) relative to the mask, and the armor (0,0) relative to the mask (depending on where your hotspots are, of course)

 
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Fanotherpg

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25th October, 2006 at 13:46:30 -

If you use your own movement you can do something like when press arrow down 'doll' Y position + 4 px 'armor' Y position + 4 px or set always set Y position of 'armor' to Y position of 'doll' and set X position of 'armor' to X position of 'doll' and hot spot to be correct for a animation direction...

 
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SoldjahBoy



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25th October, 2006 at 13:48:30 -

By mask, are you referring to another active object thats simply made invisible?

If that's the case, I think my problem will be the same?

Ill give it a shot though and let you know how it turns out. *standby*

 
What's wrong with pillow shading? O.o

SoldjahBoy



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25th October, 2006 at 13:55:07 -

sorry for the double post... i cant find the "edit post" button :/

Mighty Joe - That fixed my problem! I can't belive I didn't think of it myself... so logical! thanks a million

Fanotherpg - I think that would work also (creating my own movement system) though it may get very complicated as there will be many "items" that will link to the player. I also plan on making this a MOO game so I'm not sure how much extra coding would be required per object to get the client/server to sync properly....

I'll mess around a bit more, but now I'm on the right track.

Thanks again!

-Sol

P.S. I found "edit" now, so no more DP's

Image Edited by the Author.

 
What's wrong with pillow shading? O.o

David Newton (DavidN)

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25th October, 2006 at 14:09:38 -

Just to let you know, the problem happens when movement is handled after the event that sets objects to each other - if you're using a default movement, then the second object will be moved before the first one has moved, creating the lag effect.

This was going to be got rid of in the latest build of MMF, but a problem with the fix messed it up even further instead - it's now said that it'll work in b243.

 
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SoldjahBoy



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25th October, 2006 at 14:17:33 -

Oh, OK great. Thanks for the info.

That will make things a LOT easier if they ever really fix it. :/

 
What's wrong with pillow shading? O.o

Klikmaster

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26th October, 2006 at 03:10:50 -

Basically set the armour position to the player AFTER the code to move the player. NO fastloop or mask object needed.

 
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Peblo

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26th October, 2006 at 03:33:58 -

Yeah, do it Klikmaster's way, it's really easy and not stupidly complicated.

 
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SoldjahBoy



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26th October, 2006 at 13:46:30 -

So basically just reverse the lines in the event editor?

Thanks, I'll give it a shot tomorrow... it's 3:15AM, time for sleepies!

 
What's wrong with pillow shading? O.o

Diefox

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27th October, 2006 at 16:02:16 -

or you can just make the clothes object walk the same way you tell tthe player objet to.

IE: if theres an event saying that when you press left the palyer goes left +4 pixels every second, you should tell the clothes object to do the same, moving +4 pixels too, you dont even need to set the object to be always at 0,0. but its better if you do, just dont rely on it to make it follow the character.

 
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SoldjahBoy



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30th October, 2006 at 23:32:04 -

Well, I'm thinking of using the method described by Klikmaster. I will be working on my own movment engine at this stage, as this is an isometric game and MMF2 doesn't have a good movment type for isometric.

Right now though I'm busy working on the graphics... the game engine will wait for the time being until I have some lush graphics to go with it. I will certainly have more questions later as I have already thought of an idea, which I have no idea of how to implement. Trying to get away from using the "basic" functions of klik games and into the more mathematical stuff is a little harder, but the games come out so much better!

Thanks for all of your help so far guys.

 
What's wrong with pillow shading? O.o

David Newton (DavidN)

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30th October, 2006 at 23:39:30 -

The way that Klikmaster mentioned will work fine if you're using movement that's driven by events rather than a movement assigned to the object in the Frame editor. Now, thanks to b243, default movements work fine with it as well.

 
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Evil-Ville



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31st October, 2006 at 04:50:53 -

I am still suffering from this problem and I am using latest version of MMF2 and platform movement object. I've tried everything mentioned in this topic and nothing seems to work, help?

 
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Klikmaster

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31st October, 2006 at 13:25:21 -

It would work for event-drivin movements (ie custom movements), not sure bout the PMO.

 
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Peblo

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31st October, 2006 at 13:27:47 -

TWO PMO's!

 
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SoldjahBoy



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1st November, 2006 at 09:57:32 -

Well, I've now got my next problem... but I'll make a new thread about it.

@Evil-Ville-
Seeing as you are making a platform based game (and I am assuming the standard jump, duck, climb, etc animation sequences will be used) it will probably be easier for you to use the invisible mask method.

Create an object with the platform movement type and make it semi-transparent (100%). Then simply link your characters position to that of the mask object, as well as any weapons or armour etc. They will then follow each other perfectly.

 
What's wrong with pillow shading? O.o
   

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