September Update: Heads up. If you're reading this, the old engine source will no longer be available. The engine is currently under-going a transitional phase into a paid endeavor (now called RAGE Platform Movement)!
The rest of the post shall remain unaltered for archival reasons.
I've posted about this a few times in the WIP topic, but I feel like I should show you guys a bit more.
-Added the "Animation Control Widget". This allows you to remotely disable animation groups and control animation speed, specifically if you're using behaviours outside of the engine events.
-Added an "Input Command" string to the Player Input Widget. This records the last inputs made by the player, allowing you to trigger certain actions when buttons are pressed in order. The Engine Control Widget has a new value called "Input Buffer", which controls when the input values should be cleared.
To compliment this, you can set the mask to dash by double-tapping forward in either direction. Greninja Gaiden now has an Air Dash (Forward x2 in air) for Greninja and an alternative Razor Leaf input (QCF + Fire 3/Right Trigger) for Ivysaur.
-Added a basic "Start Position" Object. This simply places the mask wherever you put it, but will eventually be updated to factor in things such as checkpoints and whatnot.
-Redid XSpeed to allow it to exceed XMax, and can be slowed back down through Deceleration (or another value of your choice).
-Fixed an issue where the Walking animation wouldn't play if the Acceleration was higher or equal to XMax.
Yoshi Engine Test:
-Added a Middle Ring in the middle portion of the level. Doesn't actually save your position yet, mostly to test the pause functions of the engine.
-Yoshi can regenerate HP in the critical state if he stands completely still for a while.
v1.1 -Added "Move With Mask" group, which allows objects to move with the mask's X/Y Speed as well as Fastloops. This is ideal for any new detectors that will be added to the mask, or objects that move with the mask but still can be re-positioned separately. All detectors are now part of this group.
-Added more scrolling options for the Master Camera object:
*Internal Flag 0 can toggle whether the camera will follow the mask or remain stationary. The camera can also use "Screen Scrolling" when stationary, located in the Debug group.
*The camera can now switch between the default "Smooth" scrolling and "Straight" scrolling (no easing). Straight Scrolling is ideal for using the Screen Scrolling effect.
-Speaking of Debug, there's now a separate group specifically for Debug keys.
-Updated the Pause system to allow the Player and other objects to be paused separately. Two new Alterable Strings and a new Flag were added to the Engine Control Widget:
*"Freeze Player" locks the mask in place, but can still interact with other objects.
*"Negate Player Pause" allows the mask to move while everything is frozen. Internal Flag 101 will activate this effect.
*Pause is now done with Internal Flag 100, which will activate Internal Flag 99 as before, but also disables "Negate Player Pause". This also lets you separate Pausing the game manually versus an event during gameplay.You may have to modify your Character objects to factor in the new Negate strings in their behaviours that deactivate their programming for pausing (See Greninja example, which assumes all will be used).
*To compliment this, "Hitstop" was added as value to the Engine Control Object. This will momentarily pause the action for a set amount of frames. Useful for adding extra umph to an attack.
-Dash Speed now alters XMax (vs. making the Mask switch between the two), and can ease back to its original value with the Player Attributes object.
-Reworked the Animation Template to use Groups. This makes it much easier to deactivate certain animations without having to modify the events itself. An additional "Animation Speed" group was added as well.
*A Rough animation template for Climbing was also added. The Engine Control object has a value to set the amount of frames the climbing animation as, so it can go forward and reverse. Not perfect but will be fixed up later on.
-The Player Input Object was similary grouped for each input.
-The Crouching group was modified to allow the player to Crouch Jump (i.e. They keep crouching while in the air.) A set of events can be enabled to use this effect.
-Jump-Thru Collision was updated to factor in the YTop of a platform to allow "stacks", in addition to using the Ceiling Detector as another check. (See Greninja Example)
-[Behavior Version] Placed basic animation slots in the Group.Player object. You couldn't check any additional animations that were playing in the group aside from Stopped due to an artifact from an older version of this engine. (It was event editor only.)
-Fixed an issue were a Jump-Thru Slope would only work if the hotspot of the Floor Detector was moved down while walking from a flat platform.
-Fixed an issue where the mask would be set "On Ground" before physically landing on a Jump-Thru Platform
-Fixed an issue where the mask could potentially lose jump height if the player jumps just after landing.
-Fixed an issue where the mask could jump before landing if Ground Detect was set high enough,
-Fixed an issue where the Camera could shoot off into oblivion if the RS on the XBOX controller is moved while paused.
-Additional code optimizations and re-did a few comments.
v1.01 -Added the option Aerial Momentum to the mask. When activated, the mask will keep its forward momentum even when you don't hold foward.
This actually was already present in the Yoshi's Island test, but it was hard-coded and I forgot to transfer lol :V
-Added Water to the Greninja Gaiden example, which includes two modes:
Sink To Bottom: The mask will fall down to the bottom of the water, and you use the Jump button to go up Float To Surface: The mask will float up to the surface automatically, and you hold Down to submerge.
The water object is Behavior-Based so you should be fine plopping it into another part of the engine.
-Cleaned up a couple of events. Yay.
The only required extensions to open the file are the XBOX Gamepad object and Text Blitter, which you can download from the built-in Extension Manager.
Long story short, I've been out of the loop for roughly 6 years now. I got my hands on Clickteam Fusion 2.5 during a Steam sale a while back, and decided to give this stuff another try (especially since I kinda want to make an original game someday). The biggest obstacle was trying to learn all of this stuff again, since I kinda forgot a bunch of stuff over time. :P
I've opted to go for a more flexible route this time, making a single Fastloop platform engine that can be modified into whatever else without much hassle (...yet). The essentials were crammed into a single object, with little widgets being created to expand on it. I know you can use the Platform Movement Object, but...I always preferred making my own thing, really. :V
So, my first test is to replicate Yoshi's Island style movement:
Screenshots: Spoiler:
Admittedly there's not much to do in it right now, aside from testing his movements / breaking the engine. There's a few noticeable issues such as missing effects/animations, wonky egg physics on moving platforms, de-syncing metronome, shaky cam, and the occasional "jammed in scenery". They'll be taken care of down the line. :P
The engine natively supports the XBOX Controller, but I'll get regular joypad support in there soon.
Keyboard Controls Spoiler:
Arrow Keys - Move Z - Jump Hold Z - Hover X - Tongue / Cancel Egg / Dash (Base Engine only) Space - Crosshair / Throw Egg (they're infinite) Ctrl - Stop Crosshair Down (in Mid-Air) - Ground Pound Enter - Pause S - Show Debug Info + (Num.Pad) - Increase HP - (Num.Pad) - Decrease HP A - Moonjump Y - Drain HP (Countdown Timer)
XBOX Gamepad Controls Spoiler:
Left Stick / D-Pad - Move Right Stick - Adjust Camera A Button - Jump Hold A Button - Hover X Button - Tongue / Cancel Egg / Dash (Base Engine only) Right Trigger - Crosshair / Throw Egg Left Trigger - Stop Crosshair Down (in Mid-Air) - Ground Pound Start Button - Pause Back Button - Show Debug Info Right Bumper - Increase HP Left Bumper - Decrease HP Trance Vibrator - Get HP 3 or lower
Credit to Neweegee for the Pokemon Sprites, Rager for the YIDS Yoshi, and whoever made that other stuff (I forgot they're old assets i had lol)
[b]December update:[/b]
https://ragem.itch.io/rpm-rages-platform-movement-for-clickteam-fusion
http://clickstore.clickteam.com/open-source/rpm_platform_movement
The actual movement itself is $4.99, but you can download the movement demos and character assets for free. :cool:
As of January 31, a LITE version is now available to download on the Itch.io link! Clickstore and MFGG versions coming soon-ish.
(Don't worry, Neweegee was cool with his sprites being used for the demo examples. :V)
[b]Shantae HTML5 Test:[/b]
https://ragem.itch.io/rpm-shantae-test
September Update:
[b]Heads up. If you're reading this, the old engine source will no longer be available. The engine is currently under-going a transitional phase into a paid endeavor (now called RAGE Platform Movement)!
The rest of the post shall remain unaltered for archival reasons.[/b]
I've posted about this a few times in the WIP topic, but I feel like I should show you guys a [i]bit[/i] more. :)
[b]Download Yoshi's Island Test:[/b]
https://www.mediafire.com/?h7uu6g8tu5tnxr1
[b]Changelog:[/b]
[spoiler][b]v1.11[/b]
-Added the "[b]Animation Control Widget[/b]". This allows you to remotely disable animation groups and control animation speed, specifically if you're using behaviours outside of the engine events.
-Added an "[b]Input Command[/b]" string to the Player Input Widget. This records the last inputs made by the player, allowing you to trigger certain actions when buttons are pressed in order. The Engine Control Widget has a new value called "Input Buffer", which controls when the input values should be cleared.
To compliment this, you can set the mask to dash by double-tapping forward in either direction. Greninja Gaiden now has an Air Dash (Forward x2 in air) for Greninja and an alternative Razor Leaf input (QCF + Fire 3/Right Trigger) for Ivysaur.
-Added a basic "[b]Start Position[/b]" Object. This simply places the mask wherever you put it, but will eventually be updated to factor in things such as checkpoints and whatnot.
-Redid XSpeed to allow it to exceed XMax, and can be slowed back down through Deceleration (or another value of your choice).
-Fixed an issue where the Walking animation wouldn't play if the Acceleration was higher or equal to XMax.
[b]Yoshi Engine Test:[/b]
-Added a Middle Ring in the middle portion of the level. Doesn't actually save your position yet, mostly to test the pause functions of the engine.
-Yoshi can regenerate HP in the critical state if he stands completely still for a while.
[b]v1.1[/b]
-Added "[b]Move With Mask[/b]" group, which allows objects to move with the mask's X/Y Speed as well as Fastloops. This is ideal for any new detectors that will be added to the mask, or objects that move with the mask but still can be re-positioned separately. All detectors are now part of this group.
-Added more scrolling options for the Master Camera object:
[i]*Internal Flag 0 can toggle whether the camera will follow the mask or remain stationary. The camera can also use "[b]Screen Scrolling[/b]" when stationary, located in the Debug group.
*The camera can now switch between the default "Smooth" scrolling and "Straight" scrolling (no easing). Straight Scrolling is ideal for using the Screen Scrolling effect.[/i]
-Speaking of Debug, there's now a separate group specifically for Debug keys.
-Updated the Pause system to allow the Player and other objects to be paused separately. Two new Alterable Strings and a new Flag were added to the Engine Control Widget:
[i]*"[b]Freeze Player[/b]" locks the mask in place, but can still interact with other objects.
*"[b]Negate Player Pause[/b]" allows the mask to move while everything is frozen. Internal Flag 101 will activate this effect.
*[b]Pause is now done with Internal Flag 100[/b], which will activate Internal Flag 99 as before, but also disables "Negate Player Pause". This also lets you separate Pausing the game manually versus an event during gameplay.You may have to modify your Character objects to factor in the new Negate strings in their behaviours that deactivate their programming for pausing (See Greninja example, which assumes all will be used).
*To compliment this, "[b]Hitstop[/b]" was added as value to the Engine Control Object. This will momentarily pause the action for a set amount of frames. Useful for adding extra umph to an attack.[/i]
-Dash Speed now alters XMax (vs. making the Mask switch between the two), and can ease back to its original value with the Player Attributes object.
-Reworked the Animation Template to use Groups. This makes it much easier to deactivate certain animations without having to modify the events itself. An additional "Animation Speed" group was added as well.
[i]*A Rough animation template for Climbing was also added. The Engine Control object has a value to set the amount of frames the climbing animation as, so it can go forward and reverse. Not perfect but will be fixed up later on.[/i]
-The Player Input Object was similary grouped for each input.
-The Crouching group was modified to allow the player to Crouch Jump (i.e. They keep crouching while in the air.) A set of events can be enabled to use this effect.
-Jump-Thru Collision was updated to factor in the YTop of a platform to allow "stacks", in addition to using the Ceiling Detector as another check. (See Greninja Example)
-[Behavior Version] Placed basic animation slots in the Group.Player object. You couldn't check any additional animations that were playing in the group aside from Stopped due to an artifact from an older version of this engine. (It was event editor only.)
-Fixed an issue were a Jump-Thru Slope would only work if the hotspot of the Floor Detector was moved down while walking from a flat platform.
-Fixed an issue where the mask would be set "On Ground" before physically landing on a Jump-Thru Platform
-Fixed an issue where the mask could potentially lose jump height if the player jumps just after landing.
-Fixed an issue where the mask could jump before landing if Ground Detect was set high enough,
-Fixed an issue where the Camera could shoot off into oblivion if the RS on the XBOX controller is moved while paused.
-Additional code optimizations and re-did a few comments.
[b]v1.01[/b]
-Added the option [b]Aerial Momentum[/b] to the mask. When activated, the mask will keep its forward momentum even when you don't hold foward.
This actually was already present in the Yoshi's Island test, but it was hard-coded and I forgot to transfer lol :V
-Added Water to the Greninja Gaiden example, which includes two modes:
[b]Sink To Bottom:[/b] The mask will fall down to the bottom of the water, and you use the Jump button to go up
[b]Float To Surface:[/b] The mask will float up to the surface automatically, and you hold Down to submerge.
The water object is Behavior-Based so you should be fine plopping it into another part of the engine.
-Cleaned up a couple of events. Yay.[/spoiler]
The only required extensions to open the file are the XBOX Gamepad object and Text Blitter, which you can download from the built-in Extension Manager.
Long story short, I've been out of the loop for roughly 6 years now. I got my hands on Clickteam Fusion 2.5 during a Steam sale a while back, and decided to give this stuff another try (especially since I kinda want to make an original game someday). The biggest obstacle was trying to learn all of this stuff again, since I kinda forgot a bunch of stuff over time. :P
I've opted to go for a more flexible route this time, making a single Fastloop platform engine that can be modified into whatever else without much hassle (...yet). The essentials were crammed into a single object, with little widgets being created to expand on it. I know you can use the Platform Movement Object, but...I always preferred making my own thing, really. :V
So, my first test is to replicate Yoshi's Island style movement:
[b]Screenshots:[/b]
[spoiler][img]https://dl.dropboxusercontent.com/u/22848989/newscreen1.png[/img][img]https://dl.dropboxusercontent.com/u/22848989/newscreen2.png[/img][img]https://dl.dropboxusercontent.com/u/22848989/newscreen3.png[/img][/spoiler]
Admittedly there's not much to do in it right now, aside from testing his movements / breaking the engine. There's a few noticeable issues such as missing effects/animations, wonky egg physics on moving platforms, de-syncing metronome, shaky cam, and the occasional "jammed in scenery". They'll be taken care of down the line. :P
The engine natively supports the XBOX Controller, but I'll get regular joypad support in there soon.
[b]Keyboard Controls[/b]
[spoiler]Arrow Keys - Move
Z - Jump
Hold Z - Hover
X - Tongue / Cancel Egg / Dash (Base Engine only)
Space - Crosshair / Throw Egg (they're infinite)
Ctrl - Stop Crosshair
Down (in Mid-Air) - Ground Pound
Enter - Pause
S - Show Debug Info
+ (Num.Pad) - Increase HP
- (Num.Pad) - Decrease HP
A - Moonjump
Y - Drain HP (Countdown Timer)[/spoiler]
[b]XBOX Gamepad Controls[/b]
[spoiler]Left Stick / D-Pad - Move
Right Stick - Adjust Camera
A Button - Jump
Hold A Button - Hover
X Button - Tongue / Cancel Egg / Dash (Base Engine only)
Right Trigger - Crosshair / Throw Egg
Left Trigger - Stop Crosshair
Down (in Mid-Air) - Ground Pound
Start Button - Pause
Back Button - Show Debug Info
Right Bumper - Increase HP
Left Bumper - Decrease HP
Trance Vibrator - Get HP 3 or lower[/spoiler]
Credit to Neweegee for the Pokemon Sprites, Rager for the YIDS Yoshi, and whoever made that other stuff (I forgot they're old assets i had lol)
Last edited by Rage on Tue Jan 31, 2017 11:46 pm, edited 11 times in total. _________________
Post subject: Re: Generic Platform Engine for Fusion 2.5
Posted: Fri Aug 28, 2015 3:57 am
Your local psychic.
oh my god is this who i think it is whoa whoa whoa whoa whoa
For some reason, I can't unzip the folder. So the demo isn't working. A bit odd, I was looking forward to trying this.
[s]oh my god is this who i think it is whoa whoa whoa whoa whoa[/s]
For some reason, I can't unzip the folder. So the demo isn't working. A bit odd, I was looking forward to trying this.
Falcon Punch is the result of the Sun heating fists. It drives the Blue Falcon. Heating causes destruction of water into the pain, where it then hurts, creating rain. Rain creates flowing water in tears, which can then be converted into other forms through more pain.
Post subject: Re: Generic Platform Engine for Fusion 2.5
Posted: Fri Aug 28, 2015 6:16 am
Rebirth of Slick
Zero Kirby wrote:
oh my god is this who i think it is whoa whoa whoa whoa whoa
For some reason, I can't unzip the folder. So the demo isn't working. A bit odd, I was looking forward to trying this.
The one and only.
I updated the link. I realized I got an error when I tried something other than 7-Zip, so it should work now...hopefully. :X
[quote="Zero Kirby"][s]oh my god is this who i think it is whoa whoa whoa whoa whoa[/s]
For some reason, I can't unzip the folder. So the demo isn't working. A bit odd, I was looking forward to trying this.[/quote]
The one and only. :soveryhappy:
I updated the link. I realized I got an error when I tried something other than 7-Zip, so it should work now...hopefully. :X
Post subject: Re: Generic Platform Engine for Fusion 2.5
Posted: Fri Aug 28, 2015 6:21 am
Not banned.
Works fantastically so far, moonjumping and squish-head sliding across a roof is my new favourite thing. Pretty awesome you even got things like rotating platforms to work. You're my new CTF2.5 hero.
Works fantastically so far, moonjumping and squish-head sliding across a roof is my new favourite thing. Pretty awesome you even got things like rotating platforms to work. You're my new CTF2.5 hero.
Post subject: Re: Generic Platform Engine for Fusion 2.5
Posted: Fri Aug 28, 2015 6:44 am
Rebirth of Slick
Kritter wrote:
Works fantastically so far, moonjumping and squish-head sliding across a roof is my new favourite thing. Pretty awesome you even got things like rotating platforms to work. You're my new CTF2.5 hero.
Thanks d00d! Getting those rotating platforms to work properly was a pain in the ass though. :P
The general idea is to take the difference between the platform's X/Y in the previous frame compared to what it is now, and apply the difference towards the player. Problem is that Fusion had the tendency to over-shoot the position, or if it did work it wouldn't line up properly if you paused it. Or if you inexplicably put two rotating platforms that pass through each other, you launch into orbit.
Ultimately I had to fastloop it and make it immune to pausing (mostly), and Fusion said ok. :V
[quote="Kritter"]Works fantastically so far, moonjumping and squish-head sliding across a roof is my new favourite thing. Pretty awesome you even got things like rotating platforms to work. You're my new CTF2.5 hero.[/quote]
Thanks d00d! Getting those rotating platforms to work properly was a pain in the ass though. :P
The general idea is to take the difference between the platform's X/Y in the previous frame compared to what it is now, and apply the difference towards the player. Problem is that Fusion had the tendency to over-shoot the position, or if it did work it wouldn't line up properly if you paused it. Or if you inexplicably put two rotating platforms that pass through each other, you launch into orbit.
Ultimately I had to fastloop it and make it immune to pausing (mostly), and Fusion said ok. :V
Post subject: Re: Generic Platform Engine for Fusion 2.5
Posted: Fri Aug 28, 2015 12:11 pm
This is pretty neat! You should totally release the source someday, even if it is just the generic platformer portion without all the Yoshi stuff. I could learn a lot from this, haha.
This is pretty neat! You should totally release the source someday, even if it is just the generic platformer portion without all the Yoshi stuff. I could learn a lot from this, haha.
Psychic Cyclopean Silverware IN SPACE! Follow updates (among other things) on The Twitterbooks! (if you followed my old personal account, this is a different one - follow it instead!)
Post subject: Re: Generic Platform Engine for Fusion 2.5
Posted: Fri Aug 28, 2015 12:28 pm
Cliax Codec X Splatoon
Thunder Dragon wrote:
This is pretty neat! You should totally release the source someday, even if it is just the generic platformer portion without all the Yoshi stuff. I could learn a lot from this, haha.
Really? You never striked me as someone that needed to learn about platformers :P Althoooough... I saw a snifit glitch through the floor in Toadette Strikes....
[quote="Thunder Dragon"]This is pretty neat! You should totally release the source someday, even if it is just the generic platformer portion without all the Yoshi stuff. I could learn a lot from this, haha.[/quote]Really? You never striked me as someone that needed to learn about platformers :P [size=70]Althoooough... I saw a snifit glitch through the floor in Toadette Strikes....[/size]
_________________
Cliax Codec is a combination of top-down and third-person shooter. The gameplay will blend platforming, puzzle and shmup elements together to create a unique gameplay experience. You will take control of four playable characters which rise against a team that seemingly wants to take over the world - but are their motives really that cliché, or are there deeper motives behind their actions?
Post subject: Re: Generic Platform Engine for Fusion 2.5
Posted: Fri Aug 28, 2015 9:05 pm
Rebirth of Slick
Thunder Dragon wrote:
This is pretty neat! You should totally release the source someday, even if it is just the generic platformer portion without all the Yoshi stuff. I could learn a lot from this, haha.
oh hai TD long time no see!
If I do release the source, the only thing I intended to give out was the basic movement itself. I was thinking at least throw in a few basic examples on how to add stuff on top of it, but something like the Yoshi's Island thing would only exist to show what can be done with it. I can't do everything for ya. :P
...perhaps this could serve as a basis for a potential fangame, too.
As it now all you have to do is put your character into a certain group, and all of the basic animations/movements/camera are already done for you. You don't need to copy pasta a bunch of events since everything is contained in the Mask object itself (which was only possible by abusing a quirk with Fusion's group naming). I wanna clean up the events, write better comments, and develop a couple more "tests" before I release it out into the wild.
[quote="Thunder Dragon"]This is pretty neat! You should totally release the source someday, even if it is just the generic platformer portion without all the Yoshi stuff. I could learn a lot from this, haha.[/quote]
oh hai TD long time no see!
If I do release the source, the only thing I intended to give out was the basic movement itself. I was thinking at least throw in a few basic examples on how to add stuff on top of it, but something like the Yoshi's Island thing would only exist to show what can be done with it. I can't do [i]everything[/i] for ya. :P
[ispoiler]...perhaps this could serve as a basis for a potential fangame, too.[/ispoiler]
As it now all you have to do is put your character into a certain group, and all of the basic animations/movements/camera are already done for you. You don't need to copy pasta a bunch of events since everything is contained in the Mask object itself (which was only possible by abusing a quirk with Fusion's group naming). I wanna clean up the events, write better comments, and develop a couple more "tests" before I release it out into the wild.
Post subject: Re: Generic Platform Engine for Fusion 2.5
Posted: Fri Aug 28, 2015 9:13 pm
Not banned.
Rage wrote:
Thunder Dragon wrote:
This is pretty neat! You should totally release the source someday, even if it is just the generic platformer portion without all the Yoshi stuff. I could learn a lot from this, haha.
I can't do everything for ya. :P
You totally can!
It would be really cool though to see a Yoshi's Island fangame, I don't know if there's ever actually been one on MFGG, let alone one with a really good engine. Just leave Baby Mario at home so we don't have to deal with his whining.
[quote="Rage"][quote="Thunder Dragon"]This is pretty neat! You should totally release the source someday, even if it is just the generic platformer portion without all the Yoshi stuff. I could learn a lot from this, haha.[/quote] I can't do [i]everything[/i] for ya. :P[/quote]
You totally can!
It would be really cool though to see a Yoshi's Island fangame, I don't know if there's ever actually been one on MFGG, let alone one with a really good engine. Just leave Baby Mario at home so we don't have to deal with his whining. :whoops:
Post subject: Re: Generic Platform Engine for Fusion 2.5
Posted: Sun Aug 30, 2015 1:46 pm
Always have a Shy-Guy in your avatar
This is quite a nifty Yoshi's Island engine. It's one of the best YI engines I've seen. I'd love to see more Yoshi fangames on MFGG - Jeorge535 is the only other MFGGer I know of to be working on a YI fangame.
This is quite a nifty Yoshi's Island engine. It's one of the best YI engines I've seen. I'd love to see more Yoshi fangames on MFGG - Jeorge535 is the only other MFGGer I know of to be working on a YI fangame.
Falcon Punch is the result of the Sun heating fists. It drives the Blue Falcon. Heating causes destruction of water into the pain, where it then hurts, creating rain. Rain creates flowing water in tears, which can then be converted into other forms through more pain.
Post subject: Re: Generic Platform Engine for Fusion 2.5
Posted: Mon Aug 31, 2015 8:48 pm
Mt. Lavalava and all that jazz
It's freaking incredible
You should definitely make a fangame with this. Especially if you eventually wanna make a full on indie game, finishing a whole Yoshi game wouldn't be a waste of time at all. I mean you've already developed such an awesome engine... You'd be used to it again, even more experienced, and more ready to take on a bigger project.
It's freaking incredible
You should definitely make a fangame with this. Especially if you eventually wanna make a full on indie game, finishing a whole Yoshi game wouldn't be a waste of time at all. I mean you've already developed such an awesome engine... You'd be used to it again, even more experienced, and more ready to take on a bigger project.
Post subject: Re: Generic Platform Engine for Fusion 2.5
Posted: Mon Aug 31, 2015 9:23 pm
Always got a bone to pick
It feels like just yesterday you were tossing Bowser down stairs and telling everyone you were gonna go get a gun and shoot the guy who stole your TV. :')
It's pretty cool, but I notice a major flaw: Yoshi has no parabola. That is, when you let go of jump, he immediately drops down at full speed. I'm not sure how you're calculating his full jump height, but what I generally do is set Yoshi's state to identical to when he's at the top of his jump and set any apex value to his current Y position. This causes him to immediately stop but still accelerate down, making short hops much more intuitive.
It feels like just yesterday you were tossing Bowser down stairs and telling everyone you were gonna go get a gun and shoot the guy who stole your TV. :')
It's pretty cool, but I notice a major flaw: Yoshi has no parabola. That is, when you let go of jump, he immediately drops down at full speed. I'm not sure how you're calculating his full jump height, but what I generally do is set Yoshi's state to identical to when he's at the top of his jump and set any apex value to his current Y position. This causes him to immediately stop but still accelerate down, making short hops much more intuitive.
Post subject: Re: Generic Platform Engine for Fusion 2.5
Posted: Mon Aug 31, 2015 9:54 pm
Rebirth of Slick
The way jump height works is when you let go of jump early, it applies your default gravity times a "Jump Release" variable, which stays in effect until you reach a certain speed (based on 50% of your max jump strength). You can see how it works in the "Base Engine" frame. Jump Height is completely disabled if you set the value to 0.
Yoshi does fall relativity quick in Yoshi's Island if you let go early, but I could've overdone it. Nothing a small value change can't fix. :P
Thanks for the comments folks! The idea of a potential Yoshi fangame has been bouncing around in my head for a little while, which is kinda why I chose YI as a first test. Nothing's really set in stone so we'll see. :V
I'm still gonna shoot that ***hole who stole my TV though. >:[
EDIT: Looking at it again, I'll probably end up changing how Jump Height works. It's somewhat limited on how varied the height can be the lower the Release value is. Yoshi is still prolly gonna fall like a rock anyway. :P
DOUBLE EDIT: Decided to add a new "Jump Height" modifier, which required changing how jumping works. Now when you hold jump, your Jump Speed will stay the same until Jump Height reaches whatever value set. Jump Release is still there to make you fall faster if needed. It'll be uploaded properly when I get more junk in.
The way jump height works is when you let go of jump early, it applies your default gravity times a "Jump Release" variable, which stays in effect until you reach a certain speed (based on 50% of your max jump strength). You can see how it works in the "Base Engine" frame. Jump Height is completely disabled if you set the value to 0.
Yoshi does fall relativity quick in Yoshi's Island if you let go early, but I could've overdone it. Nothing a small value change can't fix. :P
Thanks for the comments folks! The idea of a potential Yoshi fangame has been bouncing around in my head for a little while, which is kinda why I chose YI as a first test. Nothing's really set in stone so we'll see. :V
[ispoiler]I'm still gonna shoot that asshole who stole my TV though. >:[[/ispoiler]
EDIT: Looking at it again, I'll probably end up changing how Jump Height works. It's somewhat limited on how varied the height can be the lower the Release value is. Yoshi is still prolly gonna fall like a rock anyway. :P
DOUBLE EDIT: Decided to add a new "Jump Height" modifier, which required changing how jumping works. Now when you hold jump, your Jump Speed will stay the same until Jump Height reaches whatever value set. Jump Release is still there to make you fall faster if needed. It'll be uploaded properly when I get more junk in.
Last edited by Rage on Tue Sep 01, 2015 12:24 am, edited 2 times in total. _________________
Post subject: Re: Generic Platform Engine for Fusion 2.5
Posted: Mon Aug 31, 2015 10:05 pm
It's-Cam-Tro!
I love this, but can I ask you why? Why the HP is so big and not mention it's spot on top right on 1 and 2 screenshot, and why it was placed in top and left in third screenshot?
But, keep up good works for this fangame!
I love this, but can I ask you why? Why the HP is so big and not mention it's spot on top right on 1 and 2 screenshot, and why it was placed in top and left in third screenshot?
But, keep up good works for this fangame! ;)
| @Deviantart- CamAditia. @Twitter xXCamTroXx. | NNID- xXCamTroXx | Take good care | -----------------------------------------------------------------------------------------------------------------------------------------
Post subject: Re: Generic Platform Engine for Fusion 2.5
Posted: Mon Aug 31, 2015 10:19 pm
Rebirth of Slick
.:|CamTro|:. wrote:
I love this, but can I ask you why? Why the HP is so big and not mention it's spot on top right on 1 and 2 screenshot, and why it was placed in top and left in third screenshot?
But, keep up good works for this fangame!
It moves based on where Yoshi is located on the screen. The countdown timer in the normal games works like this.
The HP is big because I never bothered to make it any smaller when I first started. It can all change at any time though.
[quote=".:|CamTro|:."]I love this, but can I ask you why? Why the HP is so big and not mention it's spot on top right on 1 and 2 screenshot, and why it was placed in top and left in third screenshot?
But, keep up good works for this fangame! ;)[/quote]
It moves based on where Yoshi is located on the screen. The countdown timer in the normal games works like this.
The HP is big because I never bothered to make it any smaller when I first started. :D It can all change at any time though.
Post subject: Re: Generic Platform Engine for Fusion 2.5
Posted: Mon Aug 31, 2015 10:40 pm
Mt. Lavalava and all that jazz
I was just surprised at how flawless the movement felt. It really does feel almost exactly like YI.
You better show us screenshots if you decide to do anything more with it
I was just surprised at how flawless the movement felt. It really does feel almost exactly like YI.
You better show us screenshots if you decide to do anything more with it :D
Post subject: Re: Generic Platform Engine for Fusion 2.5
Posted: Mon Aug 31, 2015 10:50 pm
Formally Zonee.
I was making a YI game but after seeing this I lost motivation.
Seriously this is amazing! Good work . good luck on this!
I'll probably still work on my YI game as I got my motivation back xD The more Yoshi Island fangames the better!
I was making a YI game :( but after seeing this I lost motivation.
Seriously this is amazing! Good work :biggrin:.
good luck on this!
[ispoiler]I'll probably still work on my YI game as I got my motivation back xD The more Yoshi Island fangames the better![/ispoiler]
Post subject: Re: Generic Platform Engine for Fusion 2.5
Posted: Sat Oct 24, 2015 11:02 pm
Rebirth of Slick
So anyways I totally didn't forget about this. I just kinda...re-did 90% of the engine. Essentially I made a new collision system that can be modified on the fly during runtime, and streamlined most of the other events to be a little less complicated.
I've updated the original post with a link to the source of the engine itself, which includes a separate example I was working on aside from the Yoshi's Island example. Neweegee made some pretty nice looking Pokemon sprites and had to try them out on something. :P
Pretty sure the engine probably still has a few bugs in there, so let me know what you can find. I'll probably submit this to the main site pretty soon too. :V
Ss uh like have fun and junk and give credit if for some reason you actually like it and use it and yeah
So anyways I totally didn't forget about this. I just kinda...re-did 90% of the engine. :whoops: Essentially I made a new collision system that can be modified on the fly during runtime, and streamlined most of the other events to be a little less complicated.
I've updated the original post with a link to the source of the engine itself, which includes a separate example I was working on aside from the Yoshi's Island example. Neweegee made some pretty nice looking Pokemon sprites and had to try them out on something. :P
Pretty sure the engine probably still has a few bugs in there, so let me know what you can find. I'll probably submit this to the main site pretty soon too. :V
Ss uh like have fun and junk and give credit if for some reason you actually like it and use it and yeah
Post subject: Re: Generic Platform Engine for Fusion 2.5
Posted: Sun Oct 25, 2015 6:05 am
Not banned.
This is stellar! That greninja demo is especially fluid and nice. I could quite easily work with this as a base. Will you continue to work on this, say adding things like Warp Pipes or other typically Mario-like things?
I assume adding other things like breakable blocks and whatnot wouldn't be too difficult.
This is stellar! That greninja demo is especially fluid and nice. I could quite easily work with this as a base. Will you continue to work on this, say adding things like Warp Pipes or other typically Mario-like things?
I assume adding other things like breakable blocks and whatnot wouldn't be too difficult.
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