Nifflas' Support Forum
Being Creative => Nifflas' Sources => Topic started by: Salmoneous on July 19, 2009, 23:02:16
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Would there be any way to make some changes to custom objects? I would want custom objects to be deadly.
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So far no one has made an engine for that to my knowledge. However Nifflas said if someone makes one he likes, it will be included in a new version of KS. So I suppose it would be possible.
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Inspired by this topic, I set out to make one. Unfortunately there are fundamental flaws, and I can't fix them. (The death includes transparent pixels)
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you can always use shifts (I try out heaps of custom enemies in tests)
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No. You cant always use shifts. With shifts everything gets laggy and it wouldnt with a custom object.
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Custom (death) objects like this would allow for pixel perfect jumping.
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No. You cant always use shifts. With shifts everything gets laggy and it wouldnt with a custom object.
I'm talking about combining custom objects AND shifts.
(e.g, move to a certain point and it will shift, doing another animation, and moving the death object)
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it cant be that hard to do would it?? mind you i dont have any programming knowledge but it would be like edge detection in a tileset like "if player touches CO 1 kill player" somehting like that? if it is as easy as i think it is you could even make solid CO's and moving platforms etc.
Im sure if we got some good programming people on the job they could do it, right?
Sorry if that made no sense, its mostly my misunderstanding of programming XD
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Maybe some programmers here could get together with a topic under collaborations? Please?
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it cant be that hard to do would it?? mind you i dont have any programming knowledge but it would be like edge detection in a tileset like "if player touches CO 1 kill player" somehting like that?
Yeah.. exactly what I did. The custom object death was no different than a rectangle of kill squares.
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Making solid Custom Objects could be done, but it might be a bit heavy; you can calculate the collision mask the same way you do for Layer 3 tiles, but they're static. A dynamic collision mask that isn't hard-coded into the game could indeed be too slow for use. I don't know much about MMF though.
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Making solid Custom Objects could be done, but it might be a bit heavy; you can calculate the collision mask the same way you do for Layer 3 tiles, but they're static. A dynamic collision mask that isn't hard-coded into the game could indeed be too slow for use. I don't know much about MMF though.
But concider, solid custom objects would be a ticket to wallswim hell. If you stand on a custom object and it changes shape BLAM! wallswim your way.
We'd have to be very cautious with solid custom objects. Remember: a jumping critter isn't really "jumping", it's merely disappearing from point A and reappearing at point B.
Meaning if Juni was to jump onto a solid CO critter which jumped, the solid critter would (in a way) "teleport" to Juni's location when jumping. No better than moving Juni into layer3 tiles with a shift.
Of course animation is the only case where this would be a problem but a CO without animation would be better of as a tileset. That is unless you need tiles on top of Juni, but then again it wouldn't be required to be solid.
My point: solid CO's will probably never be. :/
CO's which can kill on touch should be theoretically possible though, I guess
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Couldn't Juni simply be moved automatically when the object is?
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Couldn't Juni simply be moved automatically when the object is?
I believe you would need some pretty complex algorithms to account for movement directions of the CO, Juni's placement and other solid objects around the map. Imagine you had 3 CO's around the same place all animated and solid. That could easily give some problematic situations I suppose.
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I think we'd only need solid custom objects for killing things. Maybe adding an option to the .ini file like:
[Custom Object 1]
Image=Cactus.png
Init Animto=5
Imagesolid=True
Init Animspeed=100
Tile Height=48
Tile Width=24
Offset Y=6
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See my previous posts here. It doesn't work.
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Why not create a forum or thread just for showing off custom objects or asking for help with creating one?
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The extension I use for custom objects doesn't support collision masks other than rectangles. By this reason, there's no way to make custom objects deadly (in an useful way) within MMF2.
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Ohhh.... well, we could still do the rectangular ones, it'd help not have to do a shift scene!
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Put death squares around it.
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Nifflas, why doesn't Daniel update the extension then? Implementing collision masks is very easy.
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Well Looki, since you've already made the Level builder totally great with your additions, if you wanna tackle this objects problem, nobody in their right mind is going to stop you, hahaha. C)