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is it possible to create Declined/Inclined surfaces? Jumping action Platformer

#1 User is offline   weapon121 

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    Posted 20 August 2010 - 07:05 AM

    Hello

    I was wondering if it was possible to actually create collidable declined surfaces like Hills, stairs etc? There is no way of rotating the collision box for the tiles, so I was wondering if it was possible, maybe with the use of aditional gadgets? any replies would be great ! :)
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    #2 User is offline   telles0808 

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      Posted 22 August 2010 - 02:56 PM

      in one short and clear word: "no".

      It's not possible because to export to XBOX and Flash make it incompatible with the EXE source, many developers tried nobody has success, I'm talking about EGM, IGM, Yoyo, GM, etc... But, you can work with a workaround, where you use the smallest tiles and with the gadget using different parts to detect the ground, like "legs". See the image and learn by your own way how it work.

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      •  Flops.png (36.51K)
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      #3 User is offline   weapon121 

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        Posted 22 August 2010 - 03:26 PM

        Gabe, on 22 August 2010 - 02:56 PM, said:

        in one short and clear word: "no".

        It's not possible because to export to XBOX and Flash make it incompatible with the EXE source, many developers tried nobody has success, I'm talking about EGM, IGM, Yoyo, GM, etc... But, you can work with a workaround, where you use the smallest tiles and with the gadget using different parts to detect the ground, like "legs". See the image and learn by your own way how it work.



        Thx for th reply :)

        It sucks that something so simple, can cripple the engine this way. It is good for stairs, however it would be inadecuate in a declining smooth surface like a hill. Ill tinker around with it for a while and see what I come up with. If not, ill have to stick with tourque 2d( Really trying to avoid writing script / code )

        Thx!
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        #4 User is offline   telles0808 

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          Posted 23 August 2010 - 02:20 PM

          if you do another way, please, share it here =]
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          #5 User is offline   weapon121 

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            Posted 23 August 2010 - 02:41 PM

            Gabe, on 23 August 2010 - 02:20 PM, said:

            if you do another way, please, share it here =]



            Cool, will do
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            #6 User is offline   hyrulian 

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              Posted 13 September 2010 - 11:51 PM

              wow i had the same question. thanks for answering. sucks because just that one little thing can add wonders to the engine. isometric layouts in action rpg maybe, and ig maker games would probably look a lot better. this is why most of the games look so default.:\
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              #7 User is offline   hyrulian 

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                Posted 13 November 2010 - 03:21 PM

                hyrulian, on 13 September 2010 - 11:51 PM, said:

                wow i had the same question. thanks for answering. sucks because just that one little thing can add wonders to the engine. isometric layouts in action rpg maybe, and ig maker games would probably look a lot better. this is why most of the games look so default.:\

                woah wait a minute, this guy seem to have done it:


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                #8 User is offline   weapon121 

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                  Posted 13 November 2010 - 04:18 PM

                  hyrulian, on 13 November 2010 - 03:21 PM, said:

                  woah wait a minute, this guy seem to have done it:





                  Great Find! Hopefully hell point us in the right direction
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                  #9 User is offline   crayonbako 

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                    Posted 13 November 2010 - 05:51 PM

                    I seem to recall that someone was talking about trying to make a gadget that made the Player walk in a diagonal direction. Maybe activating a memory change that changes how the inputs work?
                    I never heard if it was successful or not, but it might be worth a shot.

                    Keep us posted! I think a lot of IG Maker users would love to have slopes.
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                    #10 User is offline   telles0808 

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                      Posted 14 November 2010 - 10:43 AM

                      crayonbako, on 13 November 2010 - 05:51 PM, said:

                      I seem to recall that someone was talking about trying to make a gadget that made the Player walk in a diagonal direction. Maybe activating a memory change that changes how the inputs work?I never heard if it was successful or not, but it might be worth a shot.Keep us posted! I think a lot of IG Maker users would love to have slopes.

                      This guy did the stair like SmilieBoom sample games, using the collision settings to detect the gadget and making him go up one squase, with smooth movement. But it don't work in flash, so, if you use this situation, be sure for what you would export.

                      He is Brazilian and I teach him how to do that stair, he did it just setting the upper and right Collisions on the tileset settings.

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                      •  stair.png (147.49K)
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                      #11 User is offline   weapon121 

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                        Posted 14 November 2010 - 02:27 PM

                        telles0808, on 14 November 2010 - 10:43 AM, said:

                        This guy did the stair like SmilieBoom sample games, using the collision settings to detect the gadget and making him go up one squase, with smooth movement. But it don't work in flash, so, if you use this situation, be sure for what you would export.

                        He is Brazilian and I teach him how to do that stair, he did it just setting the upper and right Collisions on the tileset settings.






                        LOL! I guess sometimes one just overthinks some stuff. Very good to see how to get around it, thx!
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                        #12 User is offline   crayonbako 

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                          Posted 29 December 2010 - 06:04 AM

                          Hey, sorry to resurrect this thread after so long, but I have a question about your tile detection method, telles.

                          How do you get the player gadget to detect the 'floating' wall above him? My player gadget just runs into the wall directly in front of him rather than hitting the ground above. Is there something I'm missing?
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                          #13 User is offline   weapon121 

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                            Posted 29 December 2010 - 09:14 AM

                            crayonbako, on 29 December 2010 - 06:04 AM, said:

                            Hey, sorry to resurrect this thread after so long, but I have a question about your tile detection method, telles.

                            How do you get the player gadget to detect the 'floating' wall above him? My player gadget just runs into the wall directly in front of him rather than hitting the ground above. Is there something I'm missing?



                            Dont know what you mean, but just incase look at this diagram:

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                            #14 User is offline   crayonbako 

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                              Posted 29 December 2010 - 02:06 PM

                              Hm, I did that, but my player character walks into the side wall without stepping onto the upper wall.
                              That is, he keeps walking right as if he's bumped into a wall, but doesn't get pulled up by the wall on top.
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                              #15 User is offline   telles0808 

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                                Posted 30 December 2010 - 05:09 AM

                                crayon, check the size of your collision box, if it is smaller than the detecting zone, it will run through it
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                                #16 User is offline   crayonbako 

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                                  Posted 30 December 2010 - 07:20 AM

                                  It seems that for whatever reason, if the tile beside the 'slope' tile has all walls, my Player gadget wants to run against that wall instead of the slope wall above.
                                  And yes, this seems to happen regardless of tile size (I've tried 8x8, 16x16, and 32x32, all with the exact same results).

                                  Disabling the wall around the side tile seems to fix this.

                                  I have no idea why my project is doing this, as obviously no one else has this problem. ???

                                  Anyways, thanks for everyone's help. :)
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                                  #17 User is offline   telles0808 

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                                    Posted 03 January 2011 - 12:50 PM

                                    I know what you mean.

                                    Well, like I said, change the collision box, it's on Animation Tab.

                                    You need a collision box 2 times bigger than the tile size. And, if possible, don't change the collision box size, alignment, position, etc in all the animations of one character.
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