printz Posted February 20, 2007 Moving platforms seem to be easily made in scripted Doom:+----+ +----+ | | | | ++++++++++++++++++++++++++++++++++++++++++++++++++++++ ||||+||||+|||||||||||||||||||||||||||||||||||||||||||| ||||+||||+|||||||||||||||||||||||||||||||||||||||||||| ++++++++++++++++++++++++++++++++++++++++++++++++++++++ | | | | +----+ +----+ The horizontal band above is the trajectory. It consists of a row of 8-deep sectors. At any moment, some of them are raised and have their texture changed to a platform, to become a platform. During each tic, the platform should be shifted, by sinking a sector and raising another, in succesion, while the floors of the raised sectors (only) should be kept in a displaced 8 per tic scrolling with things on them. The only problem is how to bump away things on the floor just beyond the platform, so they aren't grabbed by it. One escape would be to make the platform at most 24 units tall, but that makes it halfway done. I just thought of mentioning it, not just to attention-seek :) but to see if this has been done before. Has it? :) 0 Share this post Link to post
Quasar Posted February 20, 2007 This kind of thing has been attempted before. There's another problem, however. You also need to push the things riding on top of it along with it. Otherwise the player has to walk forward to stay on the platform, which is quite unusual. 0 Share this post Link to post
printz Posted February 20, 2007 Quasar said:You also need to push the things riding on top of it along with it.Isn't there the "scroll floor & move things" sector special? That serves both to move the things and make the flat look natural. My problem was how to make the platform push stuff on its way. Maybe through another move things effect... 0 Share this post Link to post
Enjay Posted February 20, 2007 Didn't someone (Csabo?) make a few demos - moving cogs, vehicles, elevators, using this principle? I've used the elevator example in one of my own levels (unreleased). Effective stuff. 0 Share this post Link to post
Maes Posted February 20, 2007 Quasar said:Otherwise the player has to walk forward to stay on the platform, which is quite unusual. Unfortunately, not THAT unusual, if you're into crappy platform games :-) 0 Share this post Link to post
jetflock Posted February 25, 2007 meh nevermind, i can't describe this in words. delete post. 0 Share this post Link to post
printz Posted February 25, 2007 Correction picture:+----+ +----+ | | | | | ++++++++++++++++++++++++++++++++++++++++++++ | | |||||+||||+||||||||||||||||||||||||||||||||| | | |||||+||||+||||||||||||||||||||||||||||||||| | | ++++++++++++++++++++++++++++++++++++++++++++ | | | | | +----+ +----+ There's got to be some space between the pathway and the ground. Nothing comes to my mind regarding horizontal crushing in plain DoomBoomMBFSMMUEternity engine. 0 Share this post Link to post
xit-vono Posted February 25, 2007 Well, I know that doom64 TC has a conveyor belt on one of the secret levels. That might give some clues how it could be done. 0 Share this post Link to post
kristus Posted February 25, 2007 Just check the sectors for things and have them bump them in the appropriate direction using a script. It'll probably be something of a bitch to get it just right, but this is just a dirty hack anyways. 0 Share this post Link to post
Szymanski Posted February 25, 2007 Enjay said:Didn't someone (Csabo?) make a few demos - moving cogs, vehicles, elevators, using this principle? I've used the elevator example in one of my own levels (unreleased). Effective stuff. Yep http://www.doomworld.com/xwe/ 0 Share this post Link to post