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OMC

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14th May, 2009 at 14:10:44 -

Hey, if it has all these features, I doubt anyone will care. Copy, paste, replace engines are nice.

 

  		
  		

JetpackLover



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14th May, 2009 at 15:16:36 -

There is this Sonic game engine that uses so many detectors it would blow your mind. Doesn't matter though since it works amazingly.

 
http://www.invincibletime.com/

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Jess Bowers

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14th May, 2009 at 21:19:17 -


Originally Posted by DudeHuge
There is this Sonic game engine that uses so many detectors it would blow your mind. Doesn't matter though since it works amazingly.


Where can I get that Sonic engine? I am a huge sucker for well-made engines.

 

Klikmaster

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14th May, 2009 at 23:22:03 -

I would much prefer it if it was 1 single object with no seperate detector objects or counters and using behaviours, it would make it easier to drag and drop it into a project.

But I'm sure someone wouldn't mind changing the file to be like that after you've finished

 
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Jess Bowers

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14th May, 2009 at 23:38:51 -


Originally Posted by Klikmaster
I would much prefer it if it was 1 single object with no seperate detector objects or counters and using behaviours, it would make it easier to drag and drop it into a project.


At the risk of sound like a complete noob, how do you add a "behavior" to an Active Object?


Originally Posted by Klikmaster
But I'm sure someone wouldn't mind changing the file to be like that after you've finished


They need not wait until it's finished.

I should have something to post within a week or so. It'll be far from complete and probably just include the features I've completed so far. It'll also likely have numerous remnants from my Mario engine (which should be cleansed in later releases). But, it should give folks an idea of where I'm headed. I'd like to get this first 1.0 version somewhat stable as I figure people will either like it - and have confidence that I can get somewhere with this. Or, they'll think its just another MFA ball of garbage - and dismiss the idea entirely as some flight of fancy. So, here's hoping for the former.

 

Sumo148

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15th May, 2009 at 00:45:52 -

to use a behavior:

1. Click on a active
2. Look under the properties
3. Click the little event sheet tab
4. Press "New Behavior"

Behaviors are separate actions just for that active.

 
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Jess Bowers

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15th May, 2009 at 02:14:27 -

Thanks, Sumo! I can honestly say I never knew that existed. What are the limitations of using behaviors?

 

weka



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16th May, 2009 at 03:20:16 -

You forgot levers and hidden walls. D:

 
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Jess Bowers

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16th May, 2009 at 13:44:56 -

True! The list does need levers and hidden walls! Probably even destructible walls (once you put shooting in it).

To be honest, the engine does already have something similar to the levers (if not the hidden walls). Since I am working off of a Mario engine I was compiling, I had P-Switches in it. I think the P-Switch acts pretty much the same as a lever might (except that once it is pressed it can never be "unpressed" - unlike a lever which can usually be toggled).

 

Muz



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16th May, 2009 at 13:56:05 -

Do a Spelunky-like procedural level generator.. and you'll have an engine about as good as Spelunky's

 
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

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Mr G



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16th May, 2009 at 14:48:15 -


Originally Posted by Jess Bowers

Originally Posted by DudeHuge
There is this Sonic game engine that uses so many detectors it would blow your mind. Doesn't matter though since it works amazingly.


Where can I get that Sonic engine? I am a huge sucker for well-made engines.



You can find the sonic engine (named Static Engine) and a lot more on the tutorial pack I've uploaded Check my profile to see.

 
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http://create-games.com/project.asp?id=1549

Jess Bowers

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16th May, 2009 at 21:27:33 -


Originally Posted by Muz
Do a Spelunky-like procedural level generator.. and you'll have an engine about as good as Spelunky's


Any idea why Derek decided to create Spelunky in GameMaker and not a Click product?

 

JetpackLover



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18th May, 2009 at 00:29:58 -

This is the engine I'm talking about

http://www.plunder.com/Sonic-Worlds-beta-01-27-09-download-2797a341.htm

It's open source so feel free to look through the code, I know I did.

 
http://www.invincibletime.com/

Devlog for HD MMF Game Omulus. Check it out because it's gonna be awesome. http://omulus.tumblr.com/

Follow me on the twitters https://twitter.com/JetpackLover


Jess Bowers

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18th May, 2009 at 22:34:01 -

Hey guys,

Okay, I think it is time to show you what I'm working on. Before you download it, please read these comments:

First, this is a Work In Progress and is by no means finished. It has a complete lack of polish, multiple bugs, some poor custom animation, and some ripped animation (which needs to be removed). Please don't judge this completely by what you see today. I think it's far along enough to show folks where it is headed but certainly not there.

Only a handful of the actions we listed are actually in this engine. I think the last list I had (with completed actions being crossed out) is fairly accurate.

As I said before, this is a conversion of a Mario engine that I was working on. You will see NUMEROUS references to Mario in terms of graphics, comments, and objects. For this first release (well, actually v0.3) I think it is okay to leave them in. Once this engine gets a few more custom movements (flying, swimming, etc.) I'd like to completely remove all of the Mario references and make it as generic as possible.

I DID NOT WRITE ALL OF THIS ENGINE. I put a TON of work into it but I did not start from scratch. I feel the work has been enough to "make it my own" but I am not about to take credit for other people's work. So, people that had an influence on this engine include: David Newton (of course), Matthew Phizacklea, Ross McKisseth, and Justin Aquadro. In the MFA file, the first code group is called README. You'll see EXACTLY what each person put into the engine.

Although David Newton's engine had influence on this one, this is not an adaptation of David's excellent custom platform movement tutorial. If you are familiar with that engine, I think you'll note some significant differences (specifically, the lack of constant gravity even when standing on a backgroud or solid object). This is more an adapatation of Matthew Phizacklea's engine (which, as I understand it, was an adaptation of Arf's engine). We all stand on the shoulder's of giants.

My biggest contributions to the engine are around slopes, ladders, and most of all organization. I've done a lot of work on just about everything but those are the main areas. The slopes were built to match the movement in Super Mario World.... as were the ladders. Unfortunately, while ladder movement in Super Mario World is really about crawling on vines (and allows the player X movement in addition to Y movement) - I don't really think it works when the ladder "looks" like a ladder. So, I don't like the ladders in this VERSION of the engine for two reasons: (1) The X movement needs to go. Only Y movement on the laddder. And, (2) my climbing animation stinks. I like the walking, running, lookup, crouch, and slide animations but the climbing just bites. It'll be better in the next VERSION (which I can probably get out in a couple of weeks).

I think OMC is right - this probably needs to move OUT of the forums and INTO a project page. I would LOVE to work on this with anyone who is interested. If you are at all interested, I think this is modular enough to "fairly" easilly support new movement types. I think the stuff that needs to be added is:
** 1. Add a new movement NUMBER to the MOVEMENT TYPE counter
** 2. Add a movement check under the SPRITE MOVEMENT - SPECIAL / CHECK MOVEMENT group
** 3. Set which groups need to be activated/deactiveted under SPRITE MOVEMENT - SPEICAL / ACTIVATE MOVEMENT
** 4. Add the logic for the movement under SPRITE MOVEMENT - SPECIAL / (name of the new movement)
** 5. Add the animation for the movement to ANIMATION
See, it's as easy as 1-2-3! (Haha! Or, as easy as 1-2-3-4-5)

It would be fun to tackle most of the list. Once I get more time to "cleanse" the engine of the Mario stuff and fix the Variable names and images, adding new movements should come relatively quickly. PLEASE join in if you are at all interested. If you do add a movement, just add your name to the list of CREDITS under the README section.

All constructive criticism is welcome. You can even tell me to go jump in a lake and that I've just wasted your time. Just please know that I am a simple man and will usually sacrifice speed/size if it means things are more straightforward and easy to understand. I know that is not the way everyone does it but I find myself getting lost in the code when it gets too complex. So, you'll notice I use a lot of counters with pretty pictures. For me, it works. If it doesn't work for you, my apologies... take what you can from this and adapt it. You are more than welcome to take whatever you think is worthwhile.

I am writing this as quickly as I can. I'll review it later for spelling errors and word omissions.

Lastly, here is the MFA:

http://jessandmichelle.com/files/plokey/CPM_v0.3.mfa

I hope you find at least part of it worthwhile. BTW, PLEASE check out the RUNNING (HOLD CTRL), SLIDING (running and then crouching), and SKIDDING (running and then changing directions). I think they work well.

 

Smirnoff



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19th May, 2009 at 00:13:17 -

Being able to hold down and jump on platforms to fall through them would be a huge plus. It's a very solid engine. Perhaps you could add the ability to look up and down. I half expected this when I was playing it as it would fit so nicely with the animations.

 
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