The Daily Click ::. Forums ::. Klik Coding Help ::. PMO vs. Custom Platform Movement Which is more preferable?
 

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UrbanMonk

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29th November, 2009 at 20:58:59 -

I can't wait to see your engine Liquixcat.

I would love to steal your code and put my name on it.

 
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Ski

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Candy Cane
29th November, 2009 at 21:14:27 -


Originally Posted by Liquixcat

Originally Posted by -Adam-
A pretty pointless argument then, considering the PMO is capable of those.



I'm sorry, I didn't see those features built in? I think it IS capable of that when you also add your own custom events to it, correct? Which would actually just make it a CPE Hybrid of a PMO. I would like to hear PMO's basic features without any real custom coding added to it. If those features are built-in than I apologize.



"I think it IS capable of that when you also add your own custom events to it, correct?"

Read my previous posts, please.

And where are the rules in this debate saying the features have to be built in? My point is that you can build the basic engine and add to it, instead of starting from scratch and having a buggy, typical klik engine.

 
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Silveraura

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29th November, 2009 at 21:46:16 -

If you're doing game design as a flat out hobby, theres no problem sticking with the PMO, however if you're doing it to get quick results while you learn how to really design a game from good old mathematics, then the point of using the PMO is about as useful as using a floaty to stay above the surface of the water, rather than learning to swim.

With enough time and patience, anyone can manipulate the default engine to do whatever they want it to do also, so you can stop bringing that up in each one of your posts.

 
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UrbanMonk

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29th November, 2009 at 21:49:42 -

I created the NASA launch code from the default platform engine, so yeah.

 
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30th November, 2009 at 05:40:12 -


Originally Posted by UrbanMonk
I created the NASA launch code from the default platform engine, so yeah.



I lol'd.

At any rate, thanks for all of the input, guys. I make games for more of a hobby at the moment, so I think the PMO would be perfect for my situation.

 
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30th November, 2009 at 10:07:08 -

Half the fun of making the game is making the engines. So PMO kind of ruins it for me.

 
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1st December, 2009 at 07:07:49 -

There are a number of methods and people use them for their own reason, and none of them can be called bad for what it produces, it's the creators responsibility to make something decent with the method. It doesn't matter if you have a powerful extension, you can still make a platform engine which is total crap. And by that token, coding from scratch, using PMO or using default engine as a base are all methods that can be used to make a very good engine providing the programmer is good enough.

 
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2nd December, 2009 at 01:30:50 -


Originally Posted by UrbanMonk
I can't wait to see your engine Liquixcat.

I would love to steal your code and put my name on it.



Go for it. It'll remind me of my days at crobasoft.


Edited by an Administrator

 
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UrbanMonk

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2nd December, 2009 at 01:43:38 -

I was just kidding, but hmm, cobrasoft? Sounds like someone had a bad experience.

 
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Liquixcat

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2nd December, 2009 at 01:57:50 -

No, just like any other 'team' out there. The coder's hardly noticed, although I'm sure you all know I was lead coder on Riva Runs, right? lol. No,but actually those were fun times.

 
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UrbanMonk

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2nd December, 2009 at 02:15:31 -

Nope, I didn't know that, then again I don't think I even played that game.

 
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Ski

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2nd December, 2009 at 07:56:13 -


Originally Posted by Liquixcat
No, just like any other 'team' out there. The coder's hardly noticed, although I'm sure you all know I was lead coder on Riva Runs, right? lol. No,but actually those were fun times.



Oh god you're like a bitter old man. Riva Runs didn't go past a couple of mock ups and a pretty basic engine you made. Even Nick's engine for it was abandoned because the game just wasnt planned. Get over it, I am.

And btw, most people here won't know what it was.

Edited by Ski

 
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Liquixcat

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2nd December, 2009 at 22:08:18 -

Get over what? I wasn't in anyway remarking in what happened to Riva, please reread my post. Anyways, continue on topic now.

 
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2nd December, 2009 at 22:17:53 -

I'm going to add that I only recently used the PMO and realised how great of a tool it is. If you want to quickly make a smooth engine, it's pretty much perfect. But I understand what people are saying when they say that they prefer to build from the ground up and keep control of everything. Also, building one from the ground up helps you understand what is involved in creating a platform engine not just in MMF, it's also applicable to other programming languages or tools in that the general basic principles can be applied.

 
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2nd December, 2009 at 22:44:46 -

I agree entirely. Since I knew how to make a static platform engine, all it took was me learning the syntax of another non-visual programing language, and it was really easy for me to create a platform engine. Learning to make a platform engine also makes it a lot easier for you to do far more complex games as well. I can't honestly say that through my use of the PMO, it would ever be able to create something like a Sonic engine, where a lot of trigonometry would be used. I'm not saying don't use it because it can't make a Sonic engine, but I think I'm proving a very valid point here. Even if you could, you'd be spending more time and effort creating work arounds, and even even at that, end up creating a largely custom platform movement engine, just to pull off any of the real unique tricks.

 
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