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JustinC



Registered
  02/04/2006
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5th July, 2006 at 22:54:29 -

I think some sort of Z axis would be better than layers. I know layers could be used and thought of as a z axis (if you've got enough of them) but it would just be cool to introduce depth in someway. Some sort of isometric engine could be done if that was implemented. Maybe have a way to adjust depth (for all the points on the z axis so you don't have to make up a 1.480202 number, so paralax could be realistic)

The multiple movements for one object was a nice thought, but seeing as how the built in movements aren't that good in the first place, and you could get the same effecting by just replacing objects with a different one(chances are a new movement would need different events anyway, ex. you switch plat movement to bouncy movement but collide with backdrop would still make it stop requiring a bunch of new events).

Built in speeds over 100 would be nice as well, so would the ability to adjust the direction of gravity on objects, on the fly even(just select where gravity is with a direction clock thing like everything else)

I'd like the ability to zoom in or out on everything in the window, without slowdown or screwing up hotspots.

The multiple action points would have been nice too, but they're mia.

I could probably go on and on about what I'd like to see if given enough time. . .

 
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machrider



Registered
  25/06/2006
Points
  121
5th July, 2006 at 23:45:42 -

You know what, I'm still going to get it. Just not now. I'm not ready to spend $100 on it right now.

The idea of programming more movements into the program seems interesting. I'll wait until there MMF2 looks more promising feature-wise. Hopefully someone programs a proper pinball physics movement (or just a plain all use 2D physics movement for that matter) and a better platform engine.

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Del Duio

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Registered
  29/07/2005
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  1078

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7th July, 2006 at 10:52:48 -

Machrider, don't rule out learning a programming language in the future. I think the more you know the better off you'll be while making any type of click games. Learning something in one programming language may force you to use similar logic to figure out how to accomplish something that you may run into later on while using a click product. Of course it's not necessary, but every bit helps and it's not too hard if you want to put some time into it. (Plus you really have to enjoy coding in general.)

 
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The Chris Street

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7th July, 2006 at 11:10:29 -

Its really easy to overcome the platform objects flaws. At the last Click Convention (I think it was the last one) Clickteam advised that a basic detector (a square) is used for the platform movement, and a mask put over the top in the form of the main character.

That's still flawed though.

Fortunately, there's a a solution to modify the engine. Pretty easy. All you have to do is set the speed of the movement to zero, and instead use a basic "set x position to x+/1" movement when pressing left or right. You don't need other detectors or fastloop, it can be done in four events, while still keeping the gravity and jumping ability of the platform movement.

 
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