Platform Example (Dectector, Animations and Music)

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Post » Fri May 30, 2008 6:00 am

Hey all! This might be useful to some starting out, it's basic but covers using a detector, animations and music.

[url:3nct2ez1]http://www.fileden.com/files/2008/3/4/1796632/platexample.RAR[/url:3nct2ez1]

Big thanks to Captain Oblivious who helped me with animations and Ashley and Rich! :mrgreen:

Good luck!
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Post » Sat May 31, 2008 11:47 am

Great example :) Thoroughly commented too! Good job.
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Post » Sat May 31, 2008 12:07 pm

Is it just me or does the character go invisible when pressing left? (Presumably due to lack of left animation).

Otherwise it's great.
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Post » Sat May 31, 2008 2:31 pm

Hm I don't have that problem...very very weird :?
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Post » Sat May 31, 2008 2:35 pm

This would be a good time to mention the bug where platform objects with mirroring disappear when facing left on vista machines is still there.
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Post » Sat May 31, 2008 7:08 pm

I'm running windows XP and I have the same problem... Left disappear
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Post » Sat May 31, 2008 8:05 pm

I think the disappearing while facing left is a graphics card dependent bug. Could everyone list their graphics card and whether or not it works?

I'm on a GeForce 8800GT and it works fine.
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Post » Sat May 31, 2008 8:16 pm

Actually, never mind. I think this bug is fixed in the next build. DirectX was complaining about an invalid setting in debug mode - which would have affected auto mirror - and this is corrected now. Next build should have solved that.
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Post » Sun Jun 08, 2008 9:41 pm

Nice Example, and is possible shoot and jump shooting like Megaman games movement?

( Sorry about my bad english , I speak Spanish, I'm from Chile)

I'm on Ati Radeon 1650PRO and it works well.
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Post » Mon Jun 09, 2008 2:33 am

MEAGAMAN FTW! I'm a MegaMan freak LOLOL. You should see my Rockman figure collection... :oops:

Yes that is easily possible, you'd need the following animations:

Idle
Walk
Jump
Shoot Still
Shoot Walking
Shoot Jumping
Slide (if you want)

for setting the animations, you'd just put in the condition player pressing/not pressing 'firebutton'


Example: Walking Right and not shooting
MouseKeyboard: Key Right arrow is down
MousKeyboard: Key Control is down {INVERSE THIS CONDITION}
System: 0 MegaMan[Platform].VectorY Equal to 0
System: Trigger once
> MegaManSet animation to "Walk"
> MegaManPlay current animation
> MegaManSet angle to 0


Example: Walking Right and shooting
MouseKeyboard: Key Right arrow is down
MousKeyboard: Key Control is down
System: 0 MegaMan[Platform].VectorY Equal to 0
System: Trigger once
> MegaManSet animation to "WalkShoot"
>MegaManSet animation frame 1
> MegaManPlay current animation
> MegaManSet angle to 0

I'm sure you can understand how to differentiate jump and jumpshoot animations:


Example: Jumping and shooting
MegaMan Animation Jump Playing
MousKeyboard: Key Control is down
> MegaManSet animation to "Jumpshoot"


Example: Jumping and not shooting
MegaMan Animation Jump Playing
MousKeyboard: Key Control is down {INVERSE}
> MegaManSet animation to "Jumpshoot"
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