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alastair john jack

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17th November, 2007 at 08:54:31 -

Hello
I was wanting to code an object/creature that follows you everywhere, in a platform game.
Anyone know a good way to code this?

 
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Ski

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Candy Cane
17th November, 2007 at 09:09:02 -

lol, I once actually tried doing this with PMO objects and it worked rather well IMO, n00bish some might say, but it worked.

 
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Hayo

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17th November, 2007 at 09:10:04 -

I am doing this in Fishhead 4 by recording the player movement.

 
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Del Duio

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17th November, 2007 at 09:27:21 -

Yeah, here's what my subdevil does in Hasslevania and it works well:

What I did is to make a little invisible active picture always set to a few pixels behind Rovert (the hero). If he's facing right, it's something like "box set to Rovert X - 10" and if he's facing left it's something like "box set to Rovert X + 42". I say 42 because he's about 32 pixels wide himself.

And then you can always set the object or creature to look towards that invisible box. Voila!

(This will just make him follow you though, and not attack or anything else)

Image Edited by the Author.

 
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17th November, 2007 at 09:31:53 -

You can just make it follow the player's movement (like in Chrono Trigger). Otherwise, you'll have to create a platform movement for the other character, and you'll be dealing with a lot of detectors and programming possible scenarios where the character will have to attack or jump.

Image Edited by the Author.

 

Del Duio

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17th November, 2007 at 09:34:22 -

Ooops! I kind of assumed that your object or critter would be flying. If he's walking my method will look silly to say the least.

 
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17th November, 2007 at 10:05:37 -

I just cloned the movement bits from the original character and placed them onto the following character. Replace the joystick or whatever you're using the control the player with a little follow system. With my game I've got it recording the players movement, but it cuts free of that when attacking an enemy. It then starts up a new system to get back to the player which includes calculating the vertical distance from the Player 2 to 1 and works out if it should jump or climb to get back to them.

 
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Candy Cane
17th November, 2007 at 10:12:56 -

Just make the following character use a PMO object, make him jump when he hits a wall, and follow the directions of the player, blah blah blah you can mock me but it works.

 
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17th November, 2007 at 10:14:28 -

Or use a path movement

 
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Ski

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Candy Cane
17th November, 2007 at 11:26:49 -

Lol I just made this using PMO http://www.uploading.com/files/QTVMMCYL/PMO_FOLLOW.zip.html

Don't lol at me

It kinda works still a bug but I guess it needs fastloops or whatever you coding folk call them.

 
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17th November, 2007 at 11:38:02 -

I made something like this once, i just made the other character mimmick the players movement with a small delay (because the other play always stood just behind.

And it worked well despite the simplicity.

Although you might need to add some extra events to handle accidentally losing your friend or if they need to do things like auto attack etc.

 
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17th November, 2007 at 13:35:02 -

Funnily enough, Phizzy made quite a good thing on this featuring some cucumbers... If you have a search you might be able to find it?

 
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DeadmanDines

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17th November, 2007 at 17:40:53 -

Wow, this is deceptively tough to do...

I just had a go at a system that makes him follow you, but memorises your jumps. So when you jump, a marker is left and a string gets recorded inside it like this:

"000111100111222200111"

That's basically your control state for every frame during the jump.
0 = not moving
1 = left
2 = right

This way he copies your jumps exactly, so he doesn't get stuck when you do a precision jump to a complex platform or area. But if he misses one jump marker, he gets out of sync and spazzes out.

It also looks rubbish having him imitate you when you jump for no reason (if you're just messing around, he picks up all your pointless jump markers and hops around exactly as you did).


It's annoying. I'll probably end up trying to build an engine that combines all the possible methods.

 
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alastair john jack

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17th November, 2007 at 18:18:59 -

Interesting ideas

 
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alastair john jack

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17th November, 2007 at 18:40:14 -


Originally Posted by Dr. Jamesa Claus
I just cloned the movement bits from the original character and placed them onto the following character. Replace the joystick or whatever you're using the control the player with a little follow system. With my game I've got it recording the players movement, but it cuts free of that when attacking an enemy. It then starts up a new system to get back to the player which includes calculating the vertical distance from the Player 2 to 1 and works out if it should jump or climb to get back to them.



I think I'll do something like that.

 
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