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> Following Objects Tutorial, Now with TGF Version
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Kritter
Posted: Jan 31 2005, 10:57 PM
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That seems to work perfectly. Now there's just ONE tiny thing left, the trailing object initially sets itself to the top right of the screen, I know why that is, I just don't know how to prevent it.

Say I cut to a frame and the ini object saves Mario and Goombella's positions, and when I come back to the overworld frame and begin walking again, would Goombella quickly jump away to the top left and back again once the array object starts recording the latest positions? Or is there a way to prevent that from happening?


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Retriever II
Posted: Jan 31 2005, 10:59 PM
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I was lazy and didn't default the array, which I should .. hold on


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Retriever II
Posted: Jan 31 2005, 11:07 PM
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Updated for initiallization


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Draco Icebane
Posted: Jan 31 2005, 11:13 PM
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QUOTE (Hanyou @ Jan 31 2005, 07:26 PM)
Could someone please 'translate' this to TGF if possible? =X

Keep in mind that TGF doesn't support half the **** RII's doing (I can trick it into doing so) and that RII is constantly updating this.
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Kritter
Posted: Jan 31 2005, 11:16 PM
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So I guess I wouldn't really save the trailing object to the INI with this method. I can handle that. It's been a productive day. laugh.gif


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Kritter
Posted: Feb 1 2005, 02:21 AM
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I put it in and she follows fine, she still seems to sidestep though, which is strange because it doesn't happen in the tutorial.


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Retriever II
Posted: Feb 1 2005, 05:17 PM
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Did you have the second Advanced Direction Object?

edit: I see why.


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Retriever II
Posted: Feb 1 2005, 06:49 PM
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Directions are fixed now. I've had to make more space in the arrays to store direction data, so you need to replace all events.

I've also added another trail method - Shadow Stop. With that method you can make an object trail by a large distance but still approach the main object like you can with shadow target (or movement stop with a short delay). Effectively replaces any use for Shadow Target unless you want objects to cut corners, which is why I've left it in.


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Sparks the Echidna
Posted: Feb 1 2005, 07:32 PM
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*pops in*

Very good tutorial RII! It actually reminds me of Alex the Hedgehog's old TES Beta Engine Test 2. As you can see, there is a very similar concept. The only thing is, this is using an 8 directional object in TGF instead of a static in MMF. This is actually a big help since I am recreating that ally engine to static in MMF, so that saves me a lot of trouble...
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Kritter
Posted: Feb 1 2005, 10:19 PM
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Still does it for me, no idea why. I'm using the same events as in the tutorial and everything, and it works fine in the tutorial, but putting it in my game, she still sidesteps.


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Retriever II
Posted: Feb 1 2005, 10:24 PM
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And you've just now downloaded the latest tutorial, and expanded your arrays (or copied new ones over)?


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Kritter
Posted: Feb 1 2005, 10:33 PM
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QUOTE (Retriever II @ Feb 1 2005, 10:24 PM)
And you've just now downloaded the latest tutorial, and expanded your arrays (or copied new ones over)?

Yep. She only slides around when I move, when I stop she goes back to looking in the direction she should be looking.


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Retriever II
Posted: Feb 1 2005, 10:35 PM
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is there an old direction event still in your code? Direction is now embedded in the possition update events, so there is no longer a separate event for direction.


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Kritter
Posted: Feb 1 2005, 10:36 PM
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No, I got rid of all the old events.


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Retriever II
Posted: Feb 1 2005, 10:38 PM
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You may need to send me that frame so I can look at it. Seems pretty bizarre.


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Kritter
Posted: Feb 1 2005, 10:43 PM
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It's the whole main frame, but OK.

Sent

The events are down the bottom of the groups, plus the two events directly above the groups, and the array and other objects are in the top left corner of the frame.

The only change I made were a couple of positioning things, and changing the edit box event to a value of 15 like it was before.

This post has been edited by KritTheRed on Feb 1 2005, 10:46 PM


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Retriever II
Posted: Feb 1 2005, 10:58 PM
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Yay I have answers.

The Eight Direction Movement you gave goombella is overriding the directions being set to her. She'd probably start walking around to the keystrokes too if it wern't for the array constantly resetting her coordinates. Either set her to players 2-4 and disable their input, or set her to a static object. You'll have to animate her manually.


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Kritter
Posted: Feb 1 2005, 11:03 PM
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Oh, oops, that directional movement was just something I put in when I was testing her sprite animation when I made her, forgot it was still there. I'm stupid.


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Kritter
Posted: Feb 1 2005, 11:05 PM
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Yep, it works perfectly now. I feel like an idiot, but at least it's solved. Thanks.


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Draco Icebane
Posted: Feb 2 2005, 02:50 PM
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QUOTE (KritTheRed @ Feb 1 2005, 08:05 PM)
Yep, it works perfectly now. I feel like an idiot, but at least it's solved. Thanks.

FRIENDS DON'T LET FRIENDS USE DRUGS.

Anyways this tutorial kicks ass.
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