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Confusing Japanese Ladder Tutorial is Confusing AKA Smileboom Tutorials

#1 User is offline   NerdyMcGeekdork 

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    Posted 18 September 2010 - 01:23 PM

    The more I've messed around with IG Maker the more intuitive and awesome it seems. Though I've noticed there are times when something seemingly simple seems unnecessarily complicated. Such as climbing ladders. I haven't managed to find anything written in English on this anywhere, though it seems Smileboom's website has a tutorial on this very thing. Original Link Here. Google Translated Link Here.

    Now I downloaded the example, which I'd probably easily figure out if it weren't in Japanese, I even attempted to change the names of a few things by running it through Google translate, but even then I don't seem quite able to grasp how to do this.

    I don't suppose someone with a better knowledge of IG Maker and/or Japanese could help decipher this for those of us of a more "n00bish" persuasion could they?

    Certainly I'm asking this for my own benefit (of course), though I think this could benefit the entire community--if nobody minds me suggesting such.

    If not, it's all good, but thought I'd throw this here to see where it goes.
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    #2 User is offline   Lijik 

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      Posted 20 September 2010 - 08:47 AM

      Playing with the example game it seems very similar to my stab at making ladders in IG Maker a while back, except dismounting actually works well.
      It seems the main missing element to my attempt is that they have separate objects for the top and bottom of the ladder.

      I'll see if I can figure the whole thing out and will post back when I do.


      EDIT- Though in case I don't, I will say the basics of it is the ladder needs to be on a layer behind the player object. You have a switch turn on when the player object is zero tiles away from the ladder. When the player presses up or down when the switch is on that allows him/her to climb.
      Also noticed that the example has a walljump mechanic! Neat!
      Edit2- Actually you can have it on the same layer if you have "dont push gadgets back" ticked. Totally forgot about that
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      #3 User is offline   NerdyMcGeekdork 

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        Posted 21 September 2010 - 10:43 AM

        Dismounting off a ladder was the biggest obstacle I came across when I attempted to wing it. Finding a way to get an argument that says "when NOT touching gadget". Have you (or anyone else rather) made any headway in better deciphering the Smileboom example? I've been looking at it over the last few days, and I'm still feeling like I'm not getting much further. But, then again, I've been known to be kind of slow.
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        #4 User is offline   telles0808 

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          Posted 25 September 2010 - 06:28 PM

          NerdyMcGeekdork, on 21 September 2010 - 10:43 AM, said:

          Dismounting off a ladder was the biggest obstacle I came across when I attempted to wing it. Finding a way to get an argument that says "when NOT touching gadget". Have you (or anyone else rather) made any headway in better deciphering the Smileboom example? I've been looking at it over the last few days, and I'm still feeling like I'm not getting much further. But, then again, I've been known to be kind of slow.


          I did my ladder just using a smart system where I check the pose, the collision condition and how far the player gadget is from the invisible ladder gadget. But it go ahead using some gadgets to check various type of conditions where have non standard conditions.

          You can do a nice ladder system using 3 gadgets, one to check the player proximity, one to check what "key pad" orientation is pressed and the player gadget to check the right pose to have the conditions for release it. So, you want to leave the player go up stair only when he is stopped under the ladder and with the Up key pressed, after the player release his ladder pose, just make the gadget responsible to keep him in it checking his proximity, if he to left or right or too up, far from the ladder like 1 tile, put this gadget to make a variable and the player to recognize this variable and stop the ladder pose, becoming in each case one new condition, so, if he is too right, put him to be standing, because he reached the top of it's ladder, if he is too left, right, etc, put him to fall, etc.

          Good luck and see ya, it's the best I can do to help you...
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