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Giga-Guy



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25th June, 2005 at 19:44:53 -

My problem is kinda weird to explain. And I suck at explaining things like this

Im using the default platform movement to control the enemies in my game (Im using custom movement for the player). They hit walls, bounce off them, and yeah. Like the Goombas in Mario games. But thats not the point.

Anyway, the problem is, I want to give them certain animation sequences, where they hop up and down. But because of the platform movement, if I give them an animation where they appear to 'jump', the default movement will force them to the ground. Ive seen other klik games where the platform enemies have 'hopping' animations for thier walking animation. So how do I pull it off?
Ive tried having all the frames the same size, with the same hotspots, and I just moved the graphic up a few pixels and then down in each frame, and then unchecking the 'fine detection' preference.
I assumed that fine detection is where TGF detects collisions when the object's graphic collides with something, rather than just the objects sprite box size thing colliding with something. But that didnt work for me.

So can anyone help?

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Knudde (Shab)

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25th June, 2005 at 19:49:05 -

custom engine, or you can try to get creative with the Set Y Position.

 
Craps, I'm an old man!

Giga-Guy



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25th June, 2005 at 19:51:58 -

There are haps of this enemy in one level. I dont think custom movement would work... would it?

 
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Knudde (Shab)

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25th June, 2005 at 19:54:06 -

then you need to get creative with alterable values or flags.

 
Craps, I'm an old man!

AndyUK

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26th June, 2005 at 16:40:02 -

"I assumed that fine detection is where TGF detects collisions when the object's graphic collides with something, rather than just the objects sprite box size thing colliding with something. But that didnt work for me."

it does do that.

It may make matter a lot easier for you to use custom for the baddies too. I for one have never have tried using built in movement for baddies so i can't help sort out the bugs.

 
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Cecilectomy

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26th June, 2005 at 18:20:13 -

maybe ask the people who made the games youve seen it in before, how they did it. im sure theyd be glad to help if they're still at the dc.

 
n/a

Giga-Guy



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27th June, 2005 at 00:46:49 -

AndyUK: Custom movement for baddies... Is that possible? I cant think of any way to have a custom movement that applies to many objects.

legendkpr: They arent at dc

 
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Fifth

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27th June, 2005 at 01:08:44 -

It's very possible, but rather difficult: it takes a lot of fine-tuning to get a group of objects to all act in similar ways, but under very distinct values and conditions. Indeed, the easiest way would be to make one group that encompasses all movements - the enemies, the player, anything else - and whose actions can move them all at once without getting them confused with one another.
Which can be tricky, as groups tend to be.

But possible.

 
Go Moon!

Giga-Guy



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27th June, 2005 at 03:40:19 -

I see. I tried making my own enemy AI, and it didnt turn out as well as planned. I need to find a good method to control many of one object at once, induvidually, without confusing one for another. Ill keep trying, but if anyone can steer me in the right direction, it would be great. I use alterable values to control them,(like AltValA = 0 falling, 1 = idle, 2 = moving, 3 = hurt, something like that)and set each value accordingly to make them behave properly (Like, when its done jumping, its time to fall, and every now and then, they will randomly stop , and then resume walking, etc). And flags to determine thier direction, all the basic stuff. I even have detection methods. I just need a way to treat each object induvidually, if you know what I mean.
But Custom enemy movements got my animation problems fixed, and cleared all the bugs that came with the default platform movement ^^
I just need to get problems like this fixed up. Help would be appreciated.

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