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J. Willis



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  22/05/2008
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31st May, 2008 at 22:21:31 -

Ok I've been messing around in MMF 2 trying to learn some advance technique. Here some I tried but need help with. Just tell me what I need to use to get what I want. I want to learn as much as i can about myself so just guide me.
-How to make a switch character system
-How to properly set the frames in a active so it looks smooth and doesn't go through frames so fast (you can tell me everything about this)
-Give enemies some sort of AI

Thats about it for now. Any help is appreciated

 
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jbjovi



Registered
  22/07/2007
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1st June, 2008 at 02:29:11 -

Switch caracter is easy. Just use an active object as player (it will be use for movement, jump...) then put your sprites for heroes in 2 (or more, depending on how much caracter you want) another active object. Then use a global value system to switch between caracter and if, for exemple, global value = 0, always set coordinate of sprite1 relative to active object(player). Then global value = 1, always set coordinate of sprite2 relative to active object...

For the second question, I don't know.

And to give some sort of AI to enemies, you have to think about how you want it to interract with player. then compare coordinates (for distance between them). Direction (player is behind enemy or in front ?)...

 
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lembi2001



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VIP MemberIt's-a me, Mario!Wii OwnerI like Aliens!Has Donated, Thank You!PS3 OwnerI am an April Fool
1st June, 2008 at 05:20:54 -

for he animation frames you need to change the higher and lower values accordingly. these are affected by your applcation's frame rate though as i found out a while ago.

When changing animation speeds i always set the higher and lower values to the same value, usually around 20-30 on a 50 frame rate game.

 
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J. Willis



Registered
  22/05/2008
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1st June, 2008 at 07:16:47 -

Ok I'll keep al that in mind

 
------------------
Thus this life force
was not even allowed
to be born into this world.
Fate has no forgiveness for
those who dare stand against it...

AndyUK

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2nd June, 2008 at 11:32:27 -

In the event editor Groups can help you be able to switch characters easily, and you wont even need to use a global value or flag or anything.

Just have one group called character 1 and a group called character 2 with all the events for those characters in their corresponding groups (although the name doesn't actually matter lol) and turn them on and off accordingly.

as for AI, you can so simple things quite easily.
Like making them shoot after a fixed amount of time using an enemies alterable value. (say value a for instance) make it start at 100, always subtract 1 from it, when it's 0 add 100, then when value is 10, shoot at player.

 
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MBK



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  07/06/2007
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4th June, 2008 at 02:59:27 -



as for AI, you can so simple things quite easily.
Like making them shoot after a fixed amount of time using an enemies alterable value. (say value a for instance) make it start at 100, always subtract 1 from it, when it's 0 add 100, then when value is 10, shoot at player.



You could make things more interesting and unexpected by using a random formula with that.
Simply replace "when value is 10, shoot at player" with "when value is (place random number formula for between 0 and 100 here), shoot at player"
Just have to know a good random formula.


 
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AndyUK

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4th June, 2008 at 11:12:46 -

I don't really know if it's a good idea to have randomness for something like that.

 
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Muz



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5th June, 2008 at 05:43:18 -

Randomness is always good. I use a lot of randomness in my AI, it works great But control it. I'll write an article on it later

 
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AndyUK

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5th June, 2008 at 10:03:04 -

Ah well i prefer it to be predictable so the player can learn to beat the AI. Winning via skill rather than luck.

 
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