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Muz



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7th September, 2008 at 14:02:00 -

I made a game that didn't use custom movements.. then it came and bit me in the arse 2 months later Ironically, Construct did that engine perfectly well with built-in movement, but buggered up the sprite clones.

Oh, there's a bunch of extensions that make the game work as well as most custom engines without the annoying hassle of 2-4 detectors per sprite. Lol, Nash, hurry up and make a game. I liked the turn-based fighting dungeon crawler thingy you made before. I'm pretty sure MMF2 could handle that now.

 
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Dr. James MD

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7th September, 2008 at 14:13:41 -

The Custom Platform Object is pretty much the greatest thing to happen to MMF.

 
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Eternal Man [EE]

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7th September, 2008 at 14:16:09 -

Custom platform movement is now very easily done with the Custom Platform Object. I myself don't use it, but the people who do says it works like a charm.

Edit: You mindreader you!

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Megaman Fosho

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7th September, 2008 at 14:19:31 -

I make my engines by scratch!

Now that is the 1337 thing to do.

But serously, i've enver tried the PMO.
I like making my engines, its 1/2 the fun of making the game.

 
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Nash



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7th September, 2008 at 19:15:06 -

Hahahah, invisible detector rape was THE thing to do for custom platform movements since the old days. I bet that's so 1997 by now.

I'll have to try this "Custom Platform Movement" object to see if it lives up to the hype surrounding it.

 
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Candy Cane
7th September, 2008 at 19:26:57 -

"I bet that's so 1997 by now."

Like tamagotchis and yo-yos

 
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OMC

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7th September, 2008 at 20:18:27 -

We never had tamagotchis... We had Gigapets.

 

  		
  		

Jon C-B

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8th September, 2008 at 02:44:27 -


Originally Posted by Nash
Hahahah, invisible detector rape was THE thing to do for custom platform movements since the old days. I bet that's so 1997 by now.

I'll have to try this "Custom Platform Movement" object to see if it lives up to the hype surrounding it.


I thinks its really helpful if you can't make an engine

 
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AndyUK

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8th September, 2008 at 05:12:36 -

So everyone uses the Platform movement object now?
I didn't know that... I still use the old fashioned invisible detector method.

 
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Eternal Man [EE]

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8th September, 2008 at 12:19:15 -

I don't use it, I still think it's more flexible for the really complex things if you make it yourself from scratch. But as always, my onion, my onion.

 
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8th September, 2008 at 15:25:30 -

I wish I could try the PMO... -_-

 

  		
  		

Ski

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Candy Cane
8th September, 2008 at 15:27:23 -


Originally Posted by OldManClayton
We never had tamagotchis... We had Gigapets.



Yes, the poorer children had them JK

 
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OMC

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8th September, 2008 at 15:29:19 -

You got that right.

But actually, I had never heard of a Tamagotchi until they tried to make a comeback a few years ago. I thought the gigapets were the only things like that.

 

  		
  		

Matt Boothman

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8th September, 2008 at 16:55:33 -

The PMO is pretty genius, saves you doing all the fastloop stuff, messing about with detectors and makes it easy to attach animations to movements. Unless you plan to do something very unusual, the PMO can handle all the movements you could need (wall jump, swimming, flying, low grav, springs etc).

The only time where I wouldn't use it for a platformer is in a Sonic-like game with complicated physics, but then again I'd never make one of them anyway.

 
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Candy Cane
8th September, 2008 at 17:01:17 -

PMO is my fav extension, being crap at programming custom platform movements lolol. I just wish it could use spread values and control more than on object, would be amazing

 
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