×

Langue

Fermer
Atelier 801
  • Forums
  • Dev Tracker
  • Connexion
    • English Français
      Português do Brasil Español
      Türkçe Polski
      Magyar Română
      العربية Skandinavisk
      Nederlands Deutsch
      Bahasa Indonesia Русский
      中文 Filipino
      Lietuvių kalba 日本語
      Suomi עברית
      Italiano Česky
      Hrvatski Slovensky
      Български Latviešu
      Estonian
  • Langue
  • Forums
  • /
  • Transformice
  • /
  • Archives
  • /
  • [MAPS] Moveable Objects (Mechanics)
1 / 2 › »
[MAPS] Moveable Objects (Mechanics)
Baasbase
« Citoyen »
1350046080000
    • Baasbase#0095
    • Profil
    • Derniers messages
#1
  0
Hello.

As someone who is quite busy building maps, I just can't seem to get around the fact that good mechanics are too hard to build. Also as someone being a game developer himself, I might know an easy solution for this.

Movables.
What are they? Well, as the name suggests, objects which move.

I got the idea from this map: @1854137

How to do something like this and how to use it in the map editor?
You have an object, with a checkbox called movable. If an object is movable you can specify an ID and it will add the item 'path' in the editor. You can then use paths (with the object ID) to determine the path which the object will follow. Sounds obvious, right?

Paths should have the following values;
- object (the id of the movable object)
- start (x and y)
- end (x and y)
- speed
- strength (can the shaman stop the object or not)

In order to create the moving block as in the map mentioned above, you would create 1 object and 4 paths.
The object would have the values:
(x=600 - y=100 - length=100 - height=100 - dynamic=true - movable=true - id=1)

The 4 paths would have the values:
(object=1 - start=600,100 - end=600,200 - speed=3 - strength=9999)
(object=1 - start=600,200 - end=200,200 - speed=3 - strength=9999)
(object=1 - start=200,200 - end=200,100 - speed=3 - strength=9999)
(object=1 - start=200,100 - end=600,100 - speed=3 - strength=9999)
Paths could be represented by an arrow to make editing easy

Furthermore it would be great if you could specify if an object should move once, repeatable, or reversed direction repeatable.

I hope I made myself clear, I'm not good with picture editing so if someone understands this and would like to do that I'd appreciate it.

Love, Bas


http://i.imgur.com/EDHUi.png
Admshumaker
« Citoyen »
1350053460000
    • Admshumaker#0000
    • Profil
    • Derniers messages
    • Tribu
#2
  0
I love it. Support.
Baasbase
« Citoyen »
1350067200000
    • Baasbase#0095
    • Profil
    • Derniers messages
#3
  0
Thanks, this would make creating a good map waaaaaaay easier
Admshumaker
« Citoyen »
1350077520000
    • Admshumaker#0000
    • Profil
    • Derniers messages
    • Tribu
#4
  0
Baasbase a dit :
Thanks, this would make creating a good map waaaaaaay easier

Totally!
Wolfpuppeh
« Citoyen »
1350077640000
    • Wolfpuppeh#0000
    • Profil
    • Derniers messages
#5
  0
I've always wondered how to make maps moving, this would surely help!!
/support
Willinator
« Citoyen »
1350083580000
    • Willinator#0000
    • Profil
    • Derniers messages
#6
  0
Great idea. Support
Mtsloud
« Citoyen »
1350086100000
    • Mtsloud#0000
    • Profil
    • Derniers messages
#7
  0
/support It would help inexperienced map editors (like me XD)
Anomunus
« Censeur »
1350087000000
    • Anomunus#0000
    • Profil
    • Derniers messages
    • Tribu
#8
  0
I understand what you're getting at, you want to have moveable grounds like a mech map, but without having to figure out how to make it work (cuz yes, it's rly complex). Definitely a plus for inexperienced mapmakers who have a great idea for a mech map but dunno how to make it work

However, I would imagine that there might be a negative response from older, experienced mapmakers who actually know how to make mech maps work :S

Also I can forsee this functionality being used to create majorly lixo maps by totally inexperienced mapmakers (the type who make lixo spam ground maps or other awful maps) >____>

so idk if i want to support this
Willinator
« Citoyen »
1350087540000
    • Willinator#0000
    • Profil
    • Derniers messages
#9
  0
Anomunus a dit :
I understand what you're getting at, you want to have moveable grounds like a mech map, but without having to figure out how to make it work (cuz yes, it's rly complex). Definitely a plus for inexperienced mapmakers who have a great idea for a mech map but dunno how to make it work

However, I would imagine that there might be a negative response from older, experienced mapmakers who actually know how to make mech maps work :S

Also I can forsee this functionality being used to create majorly lixo maps by totally inexperienced mapmakers (the type who make lixo spam ground maps or other awful maps) >____>

so idk if i want to support this

Noobie map makers can use any ground they want to make a map bad, it doesnt really matter which one it is, theyll always find a way to make the map bad. And also, to make a moveable ground, im guessing it takes 5-8 maybe more grounds to make it, so this would cut down on that a lot.
Baasbase
« Citoyen »
1350093180000
    • Baasbase#0095
    • Profil
    • Derniers messages
#10
  0
Anomunus a dit :
I understand what you're getting at, you want to have moveable grounds like a mech map, but without having to figure out how to make it work (cuz yes, it's rly complex). Definitely a plus for inexperienced mapmakers who have a great idea for a mech map but dunno how to make it work

However, I would imagine that there might be a negative response from older, experienced mapmakers who actually know how to make mech maps work :S

Also I can forsee this functionality being used to create majorly lixo maps by totally inexperienced mapmakers (the type who make lixo spam ground maps or other awful maps) >____>

so idk if i want to support this

I do understand your point of view, however, even for the more experienced map makers it's a pain in the ass to come up with new mechanics, next to that when the mechanics finally work the glitches cause objects to collide, or make it impossible for objects to collide (might sometimes even be worse). Also as will said, this would take a quite smaller amount of objects to use, meaning you can also add a nice mechanic in your art maps.
It is true that the less experienced players can use this to create noob maps, but don't they already? As long as they don't end up in the P1 (or higher) rotation, which they won't, i don't see a problem with that.
Jamiison
« Citoyen »
1350093900000
    • Jamiison#0095
    • Profil
    • Derniers messages
    • Tribu
#11
  0
Anomunus a dit :


However, I would imagine that there might be a negative response from older, experienced mapmakers who actually know how to make mech maps work :S


Pretty much this. I personally love p6 maps because of the complexity involved in making them.
Anomunus
« Censeur »
1350099180000
    • Anomunus#0000
    • Profil
    • Derniers messages
    • Tribu
#12
  0
Jamiison a dit :
Pretty much this. I personally love p6 maps because of the complexity involved in making them.

See I knew a vet map maker would agree with that point.
Baasbase
« Citoyen »
1350131580000
    • Baasbase#0095
    • Profil
    • Derniers messages
#13
  0
Why should making p6 maps be a privilege only for a select group of people who know how to make them. I think it'd be fair enough if everyone had the knowledge to make a good mech map, instead of hoping that one day you'll meet someone who knows someone who knows how to make good mechs..
Force_shaman
« Censeur »
1350132300000
    • Force_shaman#0000
    • Profil
    • Derniers messages
    • Tribu
#14
  0
Baasbase a dit :
Why should making p6 maps be a privilege only for a select group of people who know how to make them. I think it'd be fair enough if everyone had the knowledge to make a good mech map, instead of hoping that one day you'll meet someone who knows someone who knows how to make good mechs..

http://cheese.formice.com/forum/threads/map-editor-guide-revamped.25877/

I learned several things from this such as hiding nails and linear damping grounds disappear, but i'm sure it has all of the other glitches aswell
Maskulino
« Citoyen »
1350155760000
    • Maskulino#0000
    • Profil
    • Derniers messages
    • Tribu
#15
  0
Great idea! I'd really love to see this implemented.
Martinbless
« Citoyen »
1350156000000
    • Martinbless#0000
    • Profil
    • Derniers messages
#16
  0
No support, this will ruin the point of making movable objects with mechanism, if this comes out every one can make mech maps, which would ruin the point of those who can do it.
Haruhitastic
« Censeur »
1350348360000
    • Haruhitastic#0000
    • Profil
    • Derniers messages
    • Tribu
#17
  0
Martinbless a dit :
No support, this will ruin the point of making movable objects with mechanism, if this comes out every one can make mech maps, which would ruin the point of those who can do it.

Do you realise that technically, everyone can make mech maps? It's the difference between making it easier, and watching a tutorial and doing it. There's a difference between making a mech map, and making a good mech map with playability.

I support this. ^^
Fruitboots
« Citoyen »
1350356940000
    • Fruitboots#0000
    • Profil
    • Derniers messages
    • Tribu
#18
  0
This is excellent. Support.
Enemymule
« Citoyen »
1350403800000
    • Enemymule#0000
    • Profil
    • Derniers messages
    • Tribu
#19
  0
^ support
Jamiison
« Citoyen »
1350454500000
    • Jamiison#0095
    • Profil
    • Derniers messages
    • Tribu
#20
  0
Baasbase a dit :
Why should making p6 maps be a privilege only for a select group of people who know how to make them. I think it'd be fair enough if everyone had the knowledge to make a good mech map, instead of hoping that one day you'll meet someone who knows someone who knows how to make good mechs..

There's enough guides on the forums and youtube for anyone to be able to learn.
  • Forums
  • /
  • Transformice
  • /
  • Archives
  • /
  • [MAPS] Moveable Objects (Mechanics)
1 / 2 › »
© Atelier801 2018

Equipe Conditions Générales d'Utilisation Politique de Confidentialité Contact

Version 1.27