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The Flexible Platform Engine (build 3)


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#21 core10120003

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Posted 14 October 2010 - 10:59 AM

I'm working on a Castlevania 3 base game but well this work for that and plus your link does not work can you send it to my e-mail? you well be helping me a lot.
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#22 supermariomaster

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Posted 16 November 2010 - 12:45 AM

Why can't I jump onto a pass-though platform anyway?
Other then that this looks like a really good engine

Now I'm going to toy with it to see how flexible it can be
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#23 Sidorakh

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Posted 04 December 2010 - 12:29 AM

3) Player can gain back lost double-jumps when on top of a non-appeared appearing block

I would think that if you make sure that it is not solid you should not collide with it at all

Edited by Sidorakh, 04 December 2010 - 12:30 AM.

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#24 _175146

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Posted 04 January 2011 - 07:55 PM

:/
geez guys, it isn't THAT great. the only really useful physics thingy here is slopes. the rest is either easy to code,done many times before, or both. I was working on ice physics, so I took a look @ yours, but all you did for your ice was make it continue the last speed. What I was looking for and am in the process of making, is ice physics like the ones found in games like zelda, with acceleration and decceleration involved. If you give me credit, I will PM you the code.

PS- Even Though most of this has been done before, I've never seen one so diligently involving every possible thing. :) BTW, a suggestion: please add the ability to jump across water. :)
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#25 Sidorakh

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Posted 06 January 2011 - 08:17 AM

Great engine! Please say that you're eventually planning on taking on slopes and stairs in a later release!
(trying to create proper Castlevania style staircases has got me completely baffled at the moment).


Funny you should bring that up, I'm having that same problem at the moment. I want to do mine like the newer style (Rondo Of Blood) where you can land on them from a jump... but I can't wrap my brain around any of it yet.

You could try this code
/*Collision with a ramp or staircase that is sloping up to the right*/
{
if keyboard_check(/*Right Key*/) 
{
move_contact_solid(90,5)
move_contact_solid(360,5)
move_contact_solid(270,5)
}
if keyboard_check(/*Left Key*/)
{
move_contact_solid(180,5)
move_contact_solid(270,5)
}
/*Collision with a ramp or staircase that is sloping up to the left*/
{
if keyboard_check(/*Left Key*/)
{
move_contact_solid(90,5)
move_contact_solid(180,5)
move_contact_solid(270,5)
}
if keyboard_check(/*Right key*/)
{
move_contact_solid(180,5)
move_contact_solid(270,5)
}}

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#26 icuurd12b42

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Posted 13 July 2011 - 03:11 AM

Good platform Engine.
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#27 HeadInjuryGames

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Posted 06 February 2012 - 10:23 AM

EDIT: Nevermind, it was a trigger on the example map causing it.

Edited by HeadInjuryGames, 06 February 2012 - 10:27 AM.

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#28 DjangoDrag

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Posted 21 February 2012 - 06:38 AM

I'm also trying to switch the sprites out and am getting the animation stuck on the first frame. Can anyone help?

Edited by DjangoDrag, 21 February 2012 - 06:51 AM.

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#29 Trinnexx

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Posted 19 March 2012 - 01:29 PM

Interesting stuff, Somewhat difficult to read in places. I noticed certain movements are in a 'repeat' particularly move_contact_solid(270,1) being repeated 4 times in the player vs block script. Why is that needed?
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