Juni's Movement mechanics

  • 21 Replies
  • 12927 Views
*

Offline AClockworkLemon

  • 708
  • 2
  • -Inactive-
    • View Profile
Juni's Movement mechanics
« on: February 20, 2010, 01:30:41 »
Hiya, I need someone who has Game Maker 8 to help me get juni's movements correct.
Please PM me or post here. Help ASAP would be appreciated! (plus credits for you!)

Oh yeah, I have basically got left/right sorted out, it's the jumping that's giving me trouble.
I'm not dead. Not entirely. And yes, I'm embarrassed by most of the posts I made here.
:hiddenstar: - From Pumpkinbot

Re: Juni's Movement mechanics
« Reply #1 on: February 20, 2010, 01:47:55 »
PMO.

[mod]replaced tiny text tag with a more fitting abbr tag. :|[/mod]
« Last Edit: February 20, 2010, 14:15:13 by Miss Paula »
Lurk more.

*

Offline AClockworkLemon

  • 708
  • 2
  • -Inactive-
    • View Profile
Re: Juni's Movement mechanics
« Reply #2 on: February 20, 2010, 01:59:57 »
I realized that, but how can that be translated into a movement engine for game maker?
I'm not dead. Not entirely. And yes, I'm embarrassed by most of the posts I made here.
:hiddenstar: - From Pumpkinbot

Re: Juni's Movement mechanics
« Reply #3 on: February 20, 2010, 02:07:25 »
I don't know much about how MMF reads units, or for that matter, that extension, so I couldn't tell you.
Lurk more.

*

Offline Looki

  • 166
  • 7
    • View Profile
Re: Juni's Movement mechanics
« Reply #4 on: February 21, 2010, 22:38:34 »
Oh come on.

180 Max X velocity walking
350 Max X velocity running, 260 with umbrella
700 Max Y velocity
100 X acceleration
50 X deceleration
45 Gravity
500 Jump strength
5 Jump hold strength without hi-jump
22 Jump hold strength with hi-jump
2 Max step up (in whole pixels)
6 Downhill slope correction (in whole pixels)

Measuring in 1/100th of a pixel per game frame (50)

Re: Juni's Movement mechanics
« Reply #5 on: February 21, 2010, 22:52:03 »
Measuring in 1/100th of a pixel per game frame (50)
Well, how was I supposed to know that?
Lurk more.

*

Offline Looki

  • 166
  • 7
    • View Profile
Re: Juni's Movement mechanics
« Reply #6 on: February 21, 2010, 23:50:54 »
It says so in the setup dialog, right below where you input the values.  XD

Re: Juni's Movement mechanics
« Reply #7 on: February 22, 2010, 01:17:31 »
It says so in the setup dialog, right below where you input the values.  XD
Oh, I knew that. :P
Lurk more.

*

Offline AClockworkLemon

  • 708
  • 2
  • -Inactive-
    • View Profile
Re: Juni's Movement mechanics
« Reply #8 on: February 22, 2010, 06:33:46 »
Wow, thanks. one question, whats velocity in terms of pixels per frame?
I'm not dead. Not entirely. And yes, I'm embarrassed by most of the posts I made here.
:hiddenstar: - From Pumpkinbot

Re: Juni's Movement mechanics
« Reply #9 on: February 23, 2010, 02:00:16 »
Going at 180, in terms of 1/100 pixels per frame means you're going 180*1/100 pixels every time the screen reloads, which is about 50 times a second.
Lurk more.

*

Offline AClockworkLemon

  • 708
  • 2
  • -Inactive-
    • View Profile
Re: Juni's Movement mechanics
« Reply #10 on: February 23, 2010, 06:37:47 »
Now where did I put that calculator......
Thanks!
I'm not dead. Not entirely. And yes, I'm embarrassed by most of the posts I made here.
:hiddenstar: - From Pumpkinbot

*

Offline AClockworkLemon

  • 708
  • 2
  • -Inactive-
    • View Profile
Re: Juni's Movement mechanics
« Reply #11 on: April 03, 2010, 23:43:11 »
I bring zis thread back from ze dead muhahahahahah! C)p

Ok, I've finally got most of the left/right perfect, and I've got jumping working as well, I just need someone to translate the jumping mechanics mentioned above into something that can be inputted into gamemaker. as in, what does 'jump strangth' mean, etc, etc, etc

Oh, yeah, and how does 45 gravity transfer into game maker? if i set gravity in GM to 45 it makes everything stick to the floor like you've never seen
« Last Edit: April 03, 2010, 23:45:28 by AClockworkLemon »
I'm not dead. Not entirely. And yes, I'm embarrassed by most of the posts I made here.
:hiddenstar: - From Pumpkinbot

*

Offline LB

  • 78
  • 0
  • I failed the Turing test.
    • View Profile
    • LB-Stuff
Re: Juni's Movement mechanics
« Reply #12 on: April 04, 2010, 04:01:13 »
*cough* Program a custom movement? *cough*

Re: Juni's Movement mechanics
« Reply #13 on: April 04, 2010, 04:27:45 »
Oh, yeah, and how does 45 gravity transfer into game maker? if i set gravity in GM to 45 it makes everything stick to the floor like you've never seen
GM probably interprets the term 'gravity' differently than the platform movement object does. If it sticks to the floor, the gravity is probably greater than the jump strength in whatever way Game Maker reads them.
Lurk more.

*

Offline AClockworkLemon

  • 708
  • 2
  • -Inactive-
    • View Profile
Re: Juni's Movement mechanics
« Reply #14 on: April 04, 2010, 04:59:56 »
*cough* Program a custom movement? *cough*

I realize that, and that is what I have been doing. I just need to know how the mechanics translate so that I can set the variables in the ini to replicate KS

in the ini you set multiple variables
walk & run - edit the x-speed of the charachter
jump speed - sets the vspeed (vertical speed) of the charachter when they jump
max jump - sets the max vspeed whilst jumping

plus additional powerups
« Last Edit: April 04, 2010, 05:02:53 by AClockworkLemon »
I'm not dead. Not entirely. And yes, I'm embarrassed by most of the posts I made here.
:hiddenstar: - From Pumpkinbot