Well I have made platform games since I started click programming in 1997/1998 and I have always just used the regular platform movement, just fixed a few glitches like the ladder problem when you restart the levels.
This works fine for me, so why are so many people wanting or liking custom platform engines?
Is it just for the challenge or do people not know ways of fixing the bugs with regular platform movement?
my reason to program my own movement was that if you dont, people will hate you.
I think its like never changing your underwear. you get used to it yourself, but other people are gonna avoid you.
and of course, like akira said, you can just do more with a custom movement.
people like custom platform engines:
1. Can do more animations (the spare directions)
2. Gets a better mark for their game
3. Can do special effects better
4. Fixes a lot of problems with TGF platform movement
5. Fix your custom gravity...
and so on
Animate that backdrop ladder please! Make it so you can roll it up so enemies won't climb up it and try to kill you. Can you do that with a standard platform movement?
Oh and you can make it so you can roll up the ladder. You could have it be an active object, and repeat while pressing up = set player position at current minus some on the Y axis. and then you have an invisible block at the top. When you overlap that and press "R" for Roll and the ladder is not already rolled, it plays the ladder roll animation.
n/a
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
5th August, 2003 at 03:38:43 -
Custom engines can do anything but what do you mean by "roll"?
Probably rolling on the floor (like in Gunner 3). There used to be a really good custom platform movement (I don't know who it was by: Texmo or Hamish, I think), it uses fastloop. However, there are no comments telling you how to actually code it, so I would use Shen's movement and fix it up a bit.
"Animate that backdrop ladder please! Make it so you can roll it up so enemies won't climb up it and try to kill you. Can you do that with a standard platform movement?"
I have made custom engines for a year now, and I am so experienced with it that I can make a custom engine in just 10 minutes, really! A custom engine isn't just about editing the Platform movement! No way! It requires you to code it yourself. Sorry to say this, but if you don't have the guts to make a custom engine entirely from the event editor, then you don't have the guts to become a professional programmer.
Edited by the Author.
Project Progress:
1.: Droid Runner (5% Complete)
Finishing Up Game Engine
anyway game maker is much better suited for making custom platform movements than gtf/mmf cause it doesnt need any detectors(its possible to make virtual detectors in the code) and it CAN move stuff in decimals of a pixel(ex:0.2) wich will make it possible for you to have a smooth moving object with very low gravity.
Beware of life ...so far noone have survived it.......
Do I have the guts? You make it sound so intense. I have been making click games for a long time. I was just asking a hypothetical question, not trying to achieve the mastery of becoming a professional programer (which I technically already am).
I can make a pong game in 23 minutes.. whoho! Just kidding
Yeah, and MMF is practically LIMITLESS because of it's expandability through C++. Game maker so far only has 2 extensions. Also, I couldn't make my own Platform movement through Game Maker if I tried. It just seems as they do things the other way around. It's hard work to even get an HUD working, because there's no retrieve expression button! Now doesn't THAT suck?
Project Progress:
1.: Droid Runner (5% Complete)
Finishing Up Game Engine
well you DONT need an retrive expression button just type the objects name.the variable you want to retrive like: objChar.direction and if you dont know what the variabl's name is then just go to the advanced section in the helpfile and look it up
Beware of life ...so far noone have survived it.......
MMF is pixel based...if it can move in decimal pixels(for example 0.2) then it wouldn't show except every fifth time(when it hits an actual number).
If you edit the standard platform movement so greatly then it's exactly the same as a custom engine, except you're letting the game handle a few events, like accelleration, deaccelleration, gravity, and speed.
If you custom code those you don't need to use the standard platform movement.
P.S. I've been kliking since 2001! My first year was a total flop, everything sucked(but I learned lots). Then in 2002, everything made sense.(starting with a bug-free tic-tac-toe game)
In 2002 I mostly learned how to make an RPG, but never actually finished one. Now, in 2003, I'm making an RPG with that knowledge. It's bug-free so far.