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Message
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aaron_brammer
Registered 14/05/2003
Points 1299
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11th July, 2003 at 00:43:42 -
has any one played the old ghostbusters 2 game on gameboy, or better yet any of the 2d legend of zelda games, well heres my question, how can i effectively have an npc follow me like the npcs do in zelda or gb2.
heyo
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Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
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11th July, 2003 at 01:02:37 -
Lemme think. Here are a couple of ways:
If NPC is not closer than 5 pixels to player - start,look in the direction of player.
If NPC is closer than 5 pixels to player - stop.
^^^ For that you'll need bouncyball movement for the NPC.
2
Repeat while player.speed > 0 - Npc.dir = player.dir, set speed to player.speed.
-Andy
Creator of Faerie Solitaire:
http://www.create-games.com/download.asp?id=7792
Also creator of ZDay20 and Dungeon Dash.
http://www.Jigxor.com
http://twitter.com/JigxorAndy
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Cobain [Mk]
Registered 04/07/2003
Points 12
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11th July, 2003 at 01:32:03 -
yes but if my game like a dog follow my character?
How i can make it?
Game:Van Dussen and the chaos of Syboo [Demo]
17%
1 level Complete
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aaron_brammer
Registered 14/05/2003
Points 1299
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11th July, 2003 at 02:02:53 -
i need the second character to always be behind the other, not to the left or right or front.
heyo
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Santa
Registered 19/05/2003
Points 644
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11th July, 2003 at 03:35:39 -
Download snake example from my profile, then edit it a little. If you cant figure out how message me and ill help you
SAnTA - www.atnas.com
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www.create-games.com/download.asp?id=2918
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aaron_brammer
Registered 14/05/2003
Points 1299
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11th July, 2003 at 04:17:46 -
i have tgf
heyo
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:JULI@N:
Registered 14/07/2002
Points 641
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11th July, 2003 at 22:55:06 -
JonWoG, the extension you're talking about is called Third Eye Modifier object
n/a
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aaron_brammer
Registered 14/05/2003
Points 1299
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12th July, 2003 at 04:49:58 -
could you give me a link please, i cant find it anywhere
heyo
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Deleted User
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12th July, 2003 at 05:25:13 -
Go to the clickteam website and dowload advance tutorials for TGF you will see everything clearly that way.
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Daniel[Crazy_Productions] Possibly Insane
Registered 29/12/2002
Points 2505
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12th July, 2003 at 06:33:29 -
aron just use set position!X) then it will be just like zelda
Beware of life ...so far noone have survived it.......
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Rycon
Registered 20/09/2002
Points 996
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14th July, 2003 at 15:11:41 -
Everybody does things there own way, heres what I just thought of:
make a active object thats invisible.
If direction of Master is right = place active object (to the left of master)
if dog is not overlaping active object, always look in direction of object.
if dog IS overlaping active object, set speed to 0.
This may not work, but it just might help.
We are the music makers, we are the dreamers of dreams...
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NUB
Registered 23/10/2003
Points 95
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30th October, 2003 at 12:18:12 -
If you make an invisible circular object that sets position constantly at 0,0 from your player, then set the dogs movement to bouncy ball, and tell it to always look towards player, when it collides with the circular object, tell it to stop movement.
If you want the dog to help you kill things or do anything besides following you, put the following C&E's in a group, and disable it when you want the dog to other things, and create another group of C&E's with the dogs AI when not following you, and enable that when you want him to stop following.
n/a
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Kirby Smith Resident Slacker
Registered 18/05/2003
Points 479
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30th October, 2003 at 16:34:46 -
Here's how I would do it...
The primary character would need an alterable value called "var path node", and the secondary character would need an alterable value called "var find" Every second have the primary character create an object called "path node" and set it's value (let's call it "var node") equal to the "var path node" alterable value of the primary character. Now, have the following character find the nearest path node and go to it. When it gets there, set its "var find" to whatever the path node's "var node" value is. Every time this happens, have MMF destroy every path node with a "var node" value less than the "var find" value. To smooth things out, calculate the distance between the secondary character and either 2 or 3 of the next nodes (based on their "var node" variable), then have it go to the one with the shortest distance. When it gets to it, all of the skipped nodes will be destroyed so you don't have to worry about them.
This method allows teh secondary character to follow the main character through more complex levels (around walls and such). To make sure of this, you could set up invisible actives which, if collided with, would cause the main character to drop nodes at a faster rate. You could also have more fun with it, and make the secondary character a little slower than the main character. Then, when it is a set distance away, have it stop, look around, and then run after you to simulate it trying to catch up. Dunno if it would do anything for gameplay, but it might be a little more believable than having a robot following you.
XBL Gamertag: Rampant Mjolnir
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Kirby Smith Resident Slacker
Registered 18/05/2003
Points 479
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30th October, 2003 at 16:40:15 -
That works in your case Hadoken, but we're really not sure how complex his game-world is going to be. I'm sure if he needed something that simple he would have already thought of it. Not knocking your technique, just saying that I think he needs it to do a little more.
XBL Gamertag: Rampant Mjolnir
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Kirby Smith Resident Slacker
Registered 18/05/2003
Points 479
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30th October, 2003 at 18:03:36 -
One thing to add to mine is that you would probably want to create a sphere around your character, as others mentioned. If the secondary character overlaps it, set it up so that the primary character won't spawn nodes any more.
XBL Gamertag: Rampant Mjolnir
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Radix hot for teacher
Registered 01/10/2003
Points 3139
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30th October, 2003 at 18:23:38 -
Here's a simple way that should work a lot like zelda:
Draw a little circle, and set it's hotspot to (say) 20px above when looking up, 20px below when looking down, ect. Stick the action point in the middle of the circle.
Make this always at the position of characterA, and get its direction from characterA's animation.
Then, just have character B a ball, which always faces A and moves towards the circle's action point when not overlapping the circle object.
This way, it'll always stay behind, never to one side, and it'll lag behind a bit when your character runs (I'm still thinking zelda). If you have B's speed high enough, it'll always be in the right spot or move there quickly if it's not.
If you don't want B to walk under A, have the circle rotate around with a little delay, rather than just following A's direction. Assuming B is overlapping the circle when it starts rotating it should look fine. If B moves faster than the circle rotates, then it'll just walk around you rather than through you, and it won't look goofy if it's facing the wrong direction.
n/a
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