Nifflas' Support Forum

Being Creative => Nifflas' Sources => Topic started by: Salmoneous on July 19, 2009, 23:02:16

Title: Custom objects upgrade
Post by: Salmoneous on July 19, 2009, 23:02:16
Would there be any way to make some changes to custom objects? I would want custom objects to be deadly.
Title: Re: Custom objects upgrade
Post by: Dandelion on July 19, 2009, 23:41:48
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.
Title: Re: Custom objects upgrade
Post by: Purple Pineapple on July 20, 2009, 06:02:17
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)
Title: Re: Custom objects upgrade
Post by: inky84 on July 20, 2009, 10:01:16
you can always use shifts (I try out heaps of custom enemies in tests)
Title: Re: Custom objects upgrade
Post by: Salmoneous on July 20, 2009, 21:12:01
No. You cant always use shifts. With shifts everything gets laggy and it wouldnt with a custom object.
Title: Re: Custom objects upgrade
Post by: Purple Pineapple on July 20, 2009, 22:28:03
Custom (death) objects like this would allow for pixel perfect jumping.
Title: Re: Custom objects upgrade
Post by: inky84 on July 21, 2009, 08:02:48
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)
Title: Re: Custom objects upgrade
Post by: Emeraldfire7 on August 08, 2009, 06:52:45
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
Title: Re: Custom objects upgrade
Post by: Bored2death on August 08, 2009, 06:56:21
Maybe some programmers here could get together with a topic under collaborations? Please?
Title: Re: Custom objects upgrade
Post by: Purple Pineapple on August 09, 2009, 03:48:11
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.
Title: Re: Custom objects upgrade
Post by: AA on August 09, 2009, 10:15:35
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.
Title: Re: Custom objects upgrade
Post by: LightningEagle on August 09, 2009, 23:30:32
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
Title: Re: Custom objects upgrade
Post by: Dataflashsabot on August 09, 2009, 23:54:21
Couldn't Juni simply be moved automatically when the object is?
Title: Re: Custom objects upgrade
Post by: LightningEagle on August 10, 2009, 00:06:29
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.
Title: Re: Custom objects upgrade
Post by: Bored2death on August 10, 2009, 00:53:02
I think we'd only need solid custom objects for killing things. Maybe adding an option to the .ini file like:
Code: [Select]
[Custom Object 1]
Image=Cactus.png
Init Animto=5
Imagesolid=True
Init Animspeed=100
Tile Height=48
Tile Width=24
Offset Y=6

Title: Re: Custom objects upgrade
Post by: Purple Pineapple on August 10, 2009, 04:04:55
See my previous posts here. It doesn't work.
Title: Re: Custom objects upgrade
Post by: kaizoman666 on August 12, 2009, 17:57:18
Why not create a forum or thread just for showing off custom objects or asking for help with creating one?
Title: Re: Custom objects upgrade
Post by: Nifflas on August 19, 2009, 10:59:35
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.
Title: Re: Custom objects upgrade
Post by: Bored2death on August 19, 2009, 18:34:31
Ohhh.... well, we could still do the rectangular ones, it'd help not have to do a shift scene!
Title: Re: Custom objects upgrade
Post by: Purple Pineapple on August 19, 2009, 20:15:44
Put death squares around it.
Title: Re: Custom objects upgrade
Post by: Looki on August 22, 2009, 23:44:01
Nifflas, why doesn't Daniel update the extension then? Implementing collision masks is very easy.
Title: Re: Custom objects upgrade
Post by: JerkDouglas on September 27, 2009, 12:58:53
 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)