MMF2 Platformer Tutorial Episode 2 - Gravity

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Uploaded by on Oct 1, 2009

In this episdoe we create the actual gravity for the collider object. Unfortuetely, we don't get anything else done...

If you're actually going to follow along with these, for next episode, you need to create an actual player sprite with walking and jumping animations.

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Howto & Style

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Uploader Comments (ThatGuyOverThere123)

  • I guess I have the same problem as many people that the Collider stays in the air and doesn't fall when you say it does. I double checked the video and I realized that when you put on loop "grav" it turns blue, but when I do it it doesn't. Wonder why this is, and I think that might be the problem.

  • @chinop1 Do you have 'on loop "grav"' at the top of the condition list? make sure that you do. If it's on the top of the conditions, it should turn a color. (Red by default. I just changed mine to blue because I liked it better.)

    If your collider's just floating after you jump, the event that makes it fall may have a mistake. Make absolutely sure that not only the conditions match, but also the actions.

  • omfg i followed every single thing. and when he is supposed to fall, he doesnt. the only way i can get it to fall is by setting the Grav to 6 default. And then when i jump, it just floats off. PLEASE HELP

  • @SOSMProductions Sounds like your "Grav" value isn't being added correctly. Check your event that adds the 0.25 to gravity. It might mistakenly be: "Set value "grav" to 0.25" if it is, make it "ADD TO value "grav" 0.25"

    If that's not the issue, get back with me and I'll see what I can do.

  • Cant you just set the object type to "platformer" in its properties and edit it from there? I really dont see the point of all these fastloops and alterable values.

  • @Exploder1010

    You could set the object to "platform," but the in-build movement is extremely buggy and limited. with fastloops, you have infinitly more control over your movement.

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All Comments (83)

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  • The reason why mostly all of you are having trouble is becasue you have an old version of mmf2 i had a older version and it did not work for me either then i updated and worked fine.

  • WHY DOESNT 3:55 WORK? YOU LYER WHY DO YOU LIE TO US?

  • there is a solution for the decimal issue, instead of using the add function to alter the grav value, use the set alterable value of grav to Grav("Collider")+0.25.

  • What is collider on, platform or static, cus, when i try to do this, all he does is falling of the obstacles

  • I have found the solution to the problem. For some reason MMF2 doesn't seem to recognise decimal numbers, so what you have to do, is change the: 0.25, to 1. If you have any questions, then ask me.

  • Dude I made the same you did in the video, but my Collider dont fall to the backdrops :C ¿Can you help me?

  • @thedragonb0y I actually don't know what "trace statements" are... Can you define them more for me?

  • I am making this, and i have been trying to make a jump through platform, but i the only way i can do it is with him stuck in the middle of the platform. how can i make a working jump through platform?

  • I have a question, I made an active object and i've made the quick backdrops too. I put all the event commands up until around 6:42, se the quick backdrops to obsticle in the properties section and when i run the gamre, the active object just falls through. But when i put an extra command saying that the object stops when it collides, it doesn't fall through. Why do i need this extra command?

  • @chinop1 I found out what causes the problem. At least for me it seams like the engine cant recognise numbers with decimals in them for some reason (have to change some settings mabye?) But anyway it worked out for me when i used whole numbers without decimals in them.

    I used:

    Grav of "collider" < 10  Add 1 to Grav

    "player 1" Pressed fire 1 Set Grav to -11

    Dunno if anyone found out this already, if not vote this shit up because i hate it when thins wont work!

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