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#124953 - 01/18/09 11:38 AM Moving platforms with PMO
fodo


Registered: 07/09/06
Posts: 17
Here is an example showing how you can get moving platforms working with the PMO. This allows the platforms to move in any way, using whichever movement you like (custom or in-built). The example uses path movements.

From what I can tell, this works well, but if it does not for you, you may get better results marking the platforms as obstacles instead of jump through.


Attachments
Moving Platforms.mfa (14 downloads)


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#124960 - 01/18/09 11:56 AM Re: Moving platforms with PMO [Re: fodo]
Raylax


Registered: 11/29/07
Posts: 382
Oh wow, this looks like exactly what I've been looking for! Thankyou forever

EDIT: May do a little experimenting with it to see if I can stop that "pop on top" thing that happens when jumping on from below. I think I have an idea how to do it, anyway~


Edited by Raylax (01/18/09 11:58 AM)
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#124964 - 01/18/09 12:09 PM Re: Moving platforms with PMO [Re: Raylax]
fodo


Registered: 07/09/06
Posts: 17
Actually, there seems to be a bug in the last file. Does this nwe file work better for you? The new one is simulating jump through using the ordinary obstacle tests.

Either way, the principle of this example is to make the platform appear to be static in the view of the PMO by moving the player object at almost exactly the same time as the platform and exactly as much.


Attachments
Moving Platforms.mfa (19 downloads)


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#124967 - 01/18/09 12:14 PM Re: Moving platforms with PMO [Re: fodo]
Raylax


Registered: 11/29/07
Posts: 382
Oh, that's perfect. I can't thank you enough
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http://raylax.weebly.com

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