Posted By
|
Message
|
Corny
Registered 26/10/2003
Points 232
|
29th January, 2007 at 06:58:07 -
oh noes not another topic about custom movement...
I decided to do a custom platform engine for my current project since the use of the build-in engine was one of the aspect people critisised (project still is SAES-loveless, [URL]http://www.create-games.com/download.asp?id=6208[/URL])
so I'm facing a lot of trouble and nightmares. Everything is made with TGF. Btw. I'm not working with detectors until now, but only with alterable values and repeat while... set position x to x (character)+ "value xyz"(character) etc.
So - several problems arised.
First of all. Animations.
So when the character is moving right or left, animation "walking" should be played, if he isn't doing anything, animation "stopped" should be played. Well, the animations are being played, but in a ridiculously high speed. I tried everything, from "only run this event once" to "start animation" and entering the animation frame manually. It won't work.
Second : How to do ladders? Do I have to rely on active objects as ladders from now on? Because ladder background objects or the like aren't anywhere in the event editor...
More problems are sure to rise... stay tuned... or help out, if you are a kind soul.
n/a
|
David Newton (DavidN) Invisible
Registered 27/10/2002
Points 8322
|
29th January, 2007 at 13:40:40 -
Yes, you'll have to idenfity ladders using actives - they're only recognised by the (largely useless) default platform movement. I'm not certain about the animations, though.
I'm not certain about the animations, though if you're not doing it already, having two separate objects, one for performing the movement/collision detection and one to show the animations, usually helps a lot.
If you want some other pointers on custom platform movement, I wrote a tutorial for Clickteam a while ago that covers the basics of it - http://www.clickteam.com/eng/learning_resources.php
http://www.davidn.co.nr - Games, music, living in America
|
Corny
Registered 26/10/2003
Points 232
|
31st January, 2007 at 16:47:13 -
Thanks @ David Newton (who always helps out if questions are asked. much respect to you!) I'm going to check it out on weekend, even though it seems to be especially for tgf2/mmf2.
the problem with the animations on the other hand is my biggest issue at the moment... anyone had that problem with tgf 1?
n/a
|
Knudde (Shab) Administrator
Crazy?
Registered 31/01/2003
Points 5125
|
31st January, 2007 at 17:38:17 -
There's the basics:
1. Animations in TGF run rougly 2x as fast at runtime than they do when you preview them in the animation editor. There is really no reason to try and control animation frames in code.
2. Make sure your character is facing the right direction (And you don't have any loose animations in the other directions; I actually did this last night like a dumbass).
Craps, I'm an old man!
|
Corny
Registered 26/10/2003
Points 232
|
1st February, 2007 at 05:27:00 -
Thanks @ Knudde (Shab) as well, really great that people still help not-so-experienced users with basic problems .
Unfortunately, the speed-problem isn't affected at all with the speed I use in the animation editor. It may be on speed 1 or speed 100 in the animation editor, it always looks the same in game (ultrafast) and it refuses to change. I'm still thinking it has something to do with the events leading to the animation "running" or "stopped" looping, so I don't understand why "only run once when event loops" wouldn't help at all. There's only 2 animated directions. left and right, and the character is facing the right direction.
Well I'm going to try out David Newtons way of making a custom movement engine, and I have the feeling that I'm beginning to get a basic understanding of custom movement, but the animation-problem is a huge click-turnoff to me
n/a
|
|
|