The Daily Click ::. Forums ::. Klik Coding Help ::. Making a smooth custom movement behaviour for sprite

Post Reply  Post Oekaki 

Posted By Message


11th July, 2010 at 22:54:16 -

OK, now i know little more about this.
Do you know of any articles or tutorials how to make a good custom movements ?
Something that doesn't use fastloops and is smooth as a fox
If not then could you explain how you do it, just the basic stuff for a simple platform.



Mascot Maniac


Game of the Week WinnerSecond GOTW AwardHas Donated, Thank You!VIP Member
12th July, 2010 at 00:08:36 -

Originally Posted by GamesterXIII

Originally Posted by Jon Lambert
If there is anything I learned from DavidN's tutorial, it is that you'll need fastloops to make it nice.

You do not need fastloops to make a smooth, bugless, custom engine. Just about anything you can do with fastloops can be done without fastloops.

I made my own custom physics engine without using fastloops. I didn't want to have to work out how to use extra fastloop events to sort through the multiple instances to get it all to work properly. But on the other hand i now have about a hundred extra events lol.
The same goes for my enemies movements actually.



12th July, 2010 at 23:02:33 -

I dont have a clue how i would make a custom movement without fastloops.
Just, while pressing some key down then this happens.. ?




VIP Member
14th July, 2010 at 01:48:32 -

Here's a couple ways that I know:

1) * Put everything into groups in the event editor and use the built-in group loops. *
------ It's good to be able to turn off a loop easily when you need to.
A nice thing to do sometimes is create an activation group, where you put all the events that trigger the other groups.
If there's alot of code, using several of these activation groups makes for better organisation.

2) * Use counters or alterable values to simulate a loop. *
------ This method can be quite effective. I usually prefer counters but when the code gets complex, alterable values are nice.
A mixture of the two is ideal.

3) * Hotkey a button press during game runtime to Use an outside Script or Programming Language. *
------ If you want more versatility and power in your loops this could be the way to go.
I'm really just guessing on this one as I haven't actually tried it yet. Use of .ini's or arrays may be needed for some of this <shrugs>

Edit: well, I have used 3, but only to run a magnification script during gameplay, never used it for loops as of yet

Edited by MBK

Click Me!

Blood of the Ancient One, Seen only as Shadow, Faster than Lightning, Fierce as the Greatest Dragon, Nearly Invisible, Floating in a Dream, Entered through the Demon Door, Destroyer of Evil in a Realm with a Red Sky Scarred, Who could I be ?


loves Left For Dead 2


Has Donated, Thank You!Game of the Week WinnerVIP MemberWii OwnerHero of TimeGOTM Winner! - November 2009I am an April Fool
14th July, 2010 at 02:55:19 -

I'm sure there are plenty of articles you could search for that would help you. You can also do a search in the downloads for open source. That will give you a basic idea of different ways to approach movements, and then you can create your own.


Post Reply



Worth A Click