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> new chain chomp mechanics, [preview]
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Retriever II
Posted: Oct 14 2007, 02:24 AM
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Some people may remember the lone chain chomp from the old Pocket Mario demo, and over time I was asked to release a howto for it. But the MMF event code was extremely messy, slow, and unreliable, and I could never make the chomp more useful.

A couple days ago I got the idea to revisit these buggers with the lua object, and the results are as good or better than the PM chomps, as well as cleaner, faster, more reliable, and requiring only a few actual MMF2 events. In theory, it should support as many chain chomps as MMF2 can support objects (but you wouldn't want to do that).

I may still tweak the chain a tiny bit and I have a few speed optimizations to make, plus I need to add comments to bring it up to my normal howto standards. Other than being a nice piece of enemy AI, this is also my proof that lua is useful for more than just data storage and processing.

Edit: Updated, completed
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DJ Yoshiman
  Posted: Oct 14 2007, 02:44 AM
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Oh my god, I love this. ;_;



Extraordinary job, RII!


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Razz
Posted: Oct 14 2007, 01:45 PM
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I might try and do this for GM


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Xgoff
Posted: Oct 14 2007, 06:14 PM
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QUOTE (Retriever II @ Oct 14 2007, 01:24 AM)
Some people may remember the lone chain chomp from the old Pocket Mario demo, and over time I was asked to release a howto for it. But the MMF event code was extremely messy, slow, and unreliable, and I could never make the chomp more useful.

A couple days ago I got the idea to revisit these buggers with the lua object, and the results are as good or better than the PM chomps, as well as cleaner, faster, more reliable, and requiring only a few actual MMF2 events. In theory, it should support as many chain chomps as MMF2 can support objects (but you wouldn't want to do that).

I may still tweak the chain a tiny bit and I have a few speed optimizations to make, plus I need to add comments to bring it up to my normal howto standards. Other than being a nice piece of enemy AI, this is also my proof that lua is useful for more than just data storage and processing.

it also proves to me that the lua object can handle more than one object at once

TIME TO LEARN LUA


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Elyk
Posted: Oct 14 2007, 06:20 PM
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QUOTE (King Razz @ Oct 14 2007, 02:45 PM)
I might try and do this for GM

I think Grant already has one on the main site.


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Retriever II
Posted: Oct 14 2007, 06:41 PM
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QUOTE (Xgoff @ Oct 14 2007, 07:14 PM)
it also proves to me that the lua object can handle more than one object at once

TIME TO LEARN LUA

Yes. Click object selection has always been anything but scientific and always breaks when you finally think you got it.


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Xgoff
Posted: Oct 14 2007, 06:47 PM
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QUOTE (Retriever II @ Oct 14 2007, 05:41 PM)
Yes. Click object selection has always been anything but scientific and always breaks when you finally think you got it.

the only problems i run into with object selection are for things like a gravity or collision engine that needs to apply to multiple objects (which is one of the reasons why i'm using active picture)


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DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep
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(5:25:58 PM) Mikau: xgoff
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(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Retriever II
Posted: Oct 14 2007, 06:51 PM
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they all require spread values and fast loops. Which is really unwieldy when you're trying to event your logic as well.

Edit: one of the things about selection that pisses me off the most is you can't use an object's own properties in the event actions if there are multiple objects present. ONE object will be selected to have its properties captured, and they'll be applied to every other matching object. In nearly every case, the intuitive behavior is that an object's properties would be reflexive.


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Grant
Posted: Oct 15 2007, 02:10 AM
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I didn't realize until now that an .exe was included.

Very nice job on this. nod.gif Works nice and smoothly. And support of multiple Chomps in a room is always a good thing.

I see it works somewhat differently from mine. (I basically tried to copy the SMB3 Chomp's behavior as closely as possible with my Chomp how-to.)


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Retriever II
Posted: Oct 20 2007, 11:13 PM
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FYI the tutorial's complete

And I tried to copy them closely, but I'm not sweating any minor differences. In this tutorial, chomps can be added, deleted (try clicking them), and they optionally will always lunge at the target object (what you're dragging around with your mouse).

Attached File ( Number of downloads: 32 )
Attached File  chomp.zip


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DJ Yoshiman
  Posted: Oct 21 2007, 12:44 AM
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QUOTE (Retriever II @ Oct 20 2007, 09:13 PM)
FYI the tutorial's complete

And I tried to copy them closely, but I'm not sweating any minor differences. In this tutorial, chomps can be added, deleted (try clicking them), and they optionally will always lunge at the target object (what you're dragging around with your mouse).

I am crying over how great this is.


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Grant
Posted: Oct 21 2007, 12:59 AM
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This really is very good indeed.

The only thing I can think of mentioning is that I noticed the chain links don't drag behind the Chomp, but kind of just stretch in and out while staying around the same distance apart. It still looks OK the way it's done, though.


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Retriever II
Posted: Oct 21 2007, 01:24 AM
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they drag when they're pacing on the ground, if the links are close enough to be touching. Otherwise they stretch, making the chain look like it's under tension anyway. The only iffy part is that they also stretch during the falling portion of their animation, but I wasn't really happy with the alternatives I came up with. I might bang on it some more, but it's a minor detail.


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XutaWoo
Posted: Oct 21 2007, 01:27 AM
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Question: Is it possible for a TGF2 version of this?

Or only MMF2?


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Retriever II
Posted: Oct 21 2007, 01:34 AM
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Do the Bonus Packs work for TGF2? I don't have TGF2 so I can't test it, but if you have it, let me know.


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Grant
Posted: Oct 21 2007, 01:49 AM
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QUOTE (Retriever II @ Oct 21 2007, 02:24 AM)
they drag when they're pacing on the ground, if the links are close enough to be touching. Otherwise they stretch, making the chain look like it's under tension anyway. The only iffy part is that they also stretch during the falling portion of their animation, but I wasn't really happy with the alternatives I came up with. I might bang on it some more, but it's a minor detail.

Ah yes, I see that now.

I think the main thing I noticed was the stretching during the falling portion.

But really, it's not a big deal. I'm just studying them closely, to see where the differences lie between yours and mine.


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Trasher
Posted: Oct 21 2007, 07:28 AM
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QUOTE (Retriever II @ Oct 21 2007, 05:34 PM)
Do the Bonus Packs work for TGF2? I don't have TGF2 so I can't test it, but if you have it, let me know.

TGF2 is basically MMF2 with NO plugin support. So in short, no it won't.
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Retriever II
Posted: Oct 21 2007, 10:05 AM
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I wasn't sure if ClickTeam had released any plugins at all for it, I knew that SDK plugins were out of the question.


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