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Rio



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10th November, 2006 at 20:53:24 -

I finnaly got TGF. And am very glad to be making games again. And I know the basics of the custom side scroller platform movement exept one little detail. My left and right movement works flawlessly, but my jump is something I have not been able to figure out for the life of me. I have no fastloop or advanced math objects unfortunatly, so when my characature jumps... actually he cant even jump. But when he walks off a ledge he falls at a constant slow rate until he hits the ground, he cant jump. and this way I've avoided going through the ground but have a horrible engine, some one end my misery.

I'm also having a hard time finding a good grid movement RPG type movement without having to use more than one object. If anybody's got any tips.

 
Still searching for the perfect game.

Rio



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11th November, 2006 at 04:11:11 -

Could ya do a little better than that?...

Sorry to critisize your efforts, but I'm having no problem with jumping, trajectory, or gravity, only landing on the ground without going through the ground.

As my characature gains speed when falling, he goes from moving 1 pixel at a time to 2 pixels to 3 and so on with a maximun velocity of 3-5 pixels (Ypos) + 3. And when landing the bottom detector it triggered and he is back to normal, but he ends up a couple pixels below ground level, which results in side detector malfunction some times and over all a very unprofetional or none smooth look to the howl thing. Further I am at a road block where I cannot produce the multiple exelent platformers I have in mind with this minor problem in my way.

 
Still searching for the perfect game.

Peblo

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11th November, 2006 at 05:40:20 -

"I cannot produce the multiple exelent platformers I have in mind with this minor problem in my way. "

Yes, I can tell they'll be excellent.

'Push' the object up out of the ground.

-Bottom detector overlaps background
+Y pos player -1

If you don't want to use fastloops, then you can repeat the code. Like:

-Bottom detector overlaps background
+Y pos player -1
-Bottom detector overlaps background
+Y pos player -1
-Bottom detector overlaps background
+Y pos player -1
-Bottom detector overlaps background
+Y pos player -1
-Bottom detector overlaps background
+Y pos player -1
-Bottom detector overlaps background
+Y pos player -1
-Bottom detector overlaps background
+Y pos player -1

All in a row. Shame, fastlooping makes things less messy and is faster.

Image Edited by the Author.

Image Edited by the Author.

 
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axel

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11th November, 2006 at 06:20:23 -

And you were gonna start with C++, and "pawn" us all?

 
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DaVince

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11th November, 2006 at 08:40:41 -

You finally got... TGF?
Bit outdated, don't you think? :-/

You could do a quick check how many pixels the person needs to be pushed up, then 'push' up his y-position up that amount of pixels.

 
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Rio



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12th November, 2006 at 04:36:29 -

Yes Peblo, those were some exelent suggestions. But there is still room for further improvement, like not going through the floor at all. Though this new code may make it so, once I try it. Also I havent checked the Click Team website, but is there extensions/tools you can download for TGF, perhaps including the fastloop tool? I think its a tool anyway? If so I'm there.

Further more "...!?..."

 
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axel

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12th November, 2006 at 06:21:24 -

Why are you using TGF when you've got MMF? You do realize that TGF is an outdated version of MMF, and that MMF in turn is an outdated version of MMF2?

My point is that you could easily do this in MMF, with some nice fastloops and stuff. Besides, TGF has an awful lot of bugs and limitations that are fixed in MMF. I'd convert the .gam to .cca, and continue in MMF if I were you.

 
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Knudde (Shab)

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12th November, 2006 at 14:38:18 -

Don't listen to the haters man, TGF is just fine. It's not about the tool, it's about how you USE the tool.

Yes, TGF is limited, the most annoying of which is the 256 object limit. But pretty much any other problem can be worked around with a bit of thinking. I used TGF exclusively for the last 6 years (recently got MMF2 though), and yes, things are harder to do in it (Parallax scrolling for example) but it's completely possible.

If you want, you can download the TGF fastloops extension over at the extension archive (there's a link on CT's page somewhere).

 
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Hayo

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12th November, 2006 at 14:45:05 -

MMF 1.5 is a piece of crap. Only emo nerds use it.

 
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axel

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12th November, 2006 at 16:05:28 -

Can we please not turn this into another mindless TGF vs MMF flamewar? I expressed my opinion on the matter, and now I'm an emo nerd and a TGF hater? Gee, thanks

 
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Knudde (Shab)

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12th November, 2006 at 16:18:36 -

Yes, and I was simply saying that it's not as limited as everyone else seems to think. There CAN be two differing opinions.

Rio, if you want a decent Custom Platform movement:

http://www.ectoprods.com/Shab/Examples/KA/

Traprunner2 is newer than CPM4, but I don't know how well I commented each one.

 
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axel

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12th November, 2006 at 17:53:07 -

I really have nothing against TGF. I still use it for simple things, but whenever I want to make something more advanced, such as a CPM, I use MMF. Personally, I think that if you have a problem making a playable CPM because of TGF limitations, then you should move on to MMF. I'm not saying that TGF can't do it, but that it's easier in MMF.

Or maybe I'm just saying that because I don't have extension support for my TGF

Ah nevermind, carry on.

 
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Knudde (Shab)

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12th November, 2006 at 17:58:52 -

take a look at my engines there dude, no Extensions at all.

 
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axel

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13th November, 2006 at 01:15:43 -

Yeah, but they aren't perfect. In CPM4, sometimes when you hit the ground, you wouldn't be pushed out of the ground directly, but it was delayed for a frame or two.

Image
http://i5.photobucket.com/albums/y162/Aggggge/bleh.png

Okay, that's hardly noticeable, but it could easily be fixed with a fastloop or two. I was gonna check the code, but I got a read error when opening it with TGF

 
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Peblo

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13th November, 2006 at 01:38:53 -

Yeah or you know the replacement for fastloops, copy pasting events over and over. Not that it's in any way efficient.

 
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axel

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13th November, 2006 at 04:16:17 -

Yeah. But do whatever you like. It's not a major glitch, Shab, but it's a typical mistake among klikkers. But I wouldn't refuse to use MMF just because it's hard to get used to its interface. But that's me.

 
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Rio



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13th November, 2006 at 05:31:44 -

Thank you knubb, that the kind of CPM I was looking for. It is sure to serve me well.

And Axel, exelent suggestions aswell, And to answer your question "Why dont I just use MMF" Well I mentioned I had used MMF befor, but that was a couple years ago. I have since lost the MMF Box and disc, never to be found again, and the computer it was on basically comitted Suicide. So basically, I'm working with what I'z got's.

Thanks again I think my Platformers should run smooth enough now.

 
Still searching for the perfect game.

AndyUK

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13th November, 2006 at 23:17:08 -

almost all my engines have characters that sink into the ground. One day i'll make one with a fix to that problem.
Although i'm sure ive made engines without that before, but i make so many things that get lost.

 
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axel

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14th November, 2006 at 00:19:14 -

My current project's got a fairly decent engine. I thought I'd release the engine source once I've released the game. The game itself is far from finished though.

 
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Rio



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14th November, 2006 at 04:11:03 -

Did I mention that I no longer have MMF? Infact I probibly would be using MMF instead of TGF if I still hade it. The disc got lose, very very lost, and the computer it was on busted "Blamo!". So no more MMF for me, I now have to use whats cheap and available, such as TGF.

 
Still searching for the perfect game.

Peblo

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14th November, 2006 at 04:12:40 -

The fastloop extension is for TGF.

 
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Radix

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14th November, 2006 at 04:17:35 -

MMF1.2 too.

 
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Hagar

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15th November, 2006 at 12:29:35 -

I still like TGF, it may be prehistoric compared to MMF 2 (i brought it too - it pretty spiffy, the KNP and TGF examples are boring tho ), but its still capable in the right hands.

I'm making a "Kart" game when i get chance from studies, most of the work was done with TGF before i got MMF2.

The TGF version is still very good, the only nice things added are floats and real time sprite resizing and rotating. Oh and inbuilt trig makes life a lot easier .

Don't underestimate good old TGF

 
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Knudde (Shab)

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15th November, 2006 at 17:05:32 -

@Axel - Yeah it's not a big issue which is why I didn't try and fix it; most of my games run entirely too fast for it to really be noticed.

@Rio - No probs man, like I said, it's a decent engine (even if it's horribly outdated), nothing fancy; but you can add the fancy stuff in yourself, which is what I was going for.

 
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