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 Post subject: RPM - Rage's Platform Movement
PostPosted: Fri Aug 28, 2015 12:14 am 
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December update:

https://ragem.itch.io/rpm-rages-platfor ... eam-fusion
http://clickstore.clickteam.com/open-so ... m_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)

Shantae HTML5 Test:
https://ragem.itch.io/rpm-shantae-test

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. :)

Download Yoshi's Island Test:
https://www.mediafire.com/?h7uu6g8tu5tnxr1


Changelog:
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:

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:


XBOX Gamepad Controls
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.
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 Post subject: Re: Generic Platform Engine for Fusion 2.5
PostPosted: Fri Aug 28, 2015 3:57 am 
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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.

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 Post subject: Re: Generic Platform Engine for Fusion 2.5
PostPosted: Fri Aug 28, 2015 6:16 am 
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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. :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

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 Post subject: Re: Generic Platform Engine for Fusion 2.5
PostPosted: Fri Aug 28, 2015 6:21 am 
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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.

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 Post subject: Re: Generic Platform Engine for Fusion 2.5
PostPosted: Fri Aug 28, 2015 6:44 am 
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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

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 Post subject: Re: Generic Platform Engine for Fusion 2.5
PostPosted: Fri Aug 28, 2015 12:11 pm 
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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.

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 Post subject: Re: Generic Platform Engine for Fusion 2.5
PostPosted: Fri Aug 28, 2015 12:28 pm 
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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....

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 Post subject: Re: Generic Platform Engine for Fusion 2.5
PostPosted: Fri Aug 28, 2015 9:05 pm 
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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.

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 Post subject: Re: Generic Platform Engine for Fusion 2.5
PostPosted: Fri Aug 28, 2015 9:13 pm 
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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. :whoops:

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 Post subject: Re: Generic Platform Engine for Fusion 2.5
PostPosted: Sun Aug 30, 2015 1:46 pm 
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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.

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 Post subject: Re: Generic Platform Engine for Fusion 2.5
PostPosted: Sun Aug 30, 2015 9:17 pm 
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Now that I was able to try this out-

It's pretty good! I'm looking forward to what you do with this.

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 Post subject: Re: Generic Platform Engine for Fusion 2.5
PostPosted: Mon Aug 31, 2015 8:48 pm 
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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.

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 Post subject: Re: Generic Platform Engine for Fusion 2.5
PostPosted: Mon Aug 31, 2015 9:23 pm 
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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.

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 Post subject: Re: Generic Platform Engine for Fusion 2.5
PostPosted: Mon Aug 31, 2015 9:54 pm 
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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.


Last edited by Rage on Tue Sep 01, 2015 12:24 am, edited 2 times in total.
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 Post subject: Re: Generic Platform Engine for Fusion 2.5
PostPosted: Mon Aug 31, 2015 10:05 pm 
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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! ;)

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 Post subject: Re: Generic Platform Engine for Fusion 2.5
PostPosted: Mon Aug 31, 2015 10:19 pm 
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.:|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. :D It can all change at any time though.

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 Post subject: Re: Generic Platform Engine for Fusion 2.5
PostPosted: Mon Aug 31, 2015 10:40 pm 
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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

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 Post subject: Re: Generic Platform Engine for Fusion 2.5
PostPosted: Mon Aug 31, 2015 10:50 pm 
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I was making a YI game :( but after seeing this I lost motivation.

Seriously this is amazing! Good work :biggrin:.
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!

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 Post subject: Re: Generic Platform Engine for Fusion 2.5
PostPosted: Sat Oct 24, 2015 11:02 pm 
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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

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 Post subject: Re: Generic Platform Engine for Fusion 2.5
PostPosted: Sun Oct 25, 2015 6:05 am 
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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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