Howdy Rage! Long time no see! Good job getting featured in a Clickteam collection!
RPM - Rage's Platformer Movement Engine
A downloadable asset pack for Windows
Don't have Clickteam Fusion 2.5? Head on over to Clickteam's website!
A new general purpose FastLoop platformer movement engine designed for Clickteam Fusion 2.5! RPM includes:
- Float-based, for smoother character movement
- FastLoop-based collision detection, which can be modified even during play
- Can be Frame Dependent or Frame Independent (Frame Skipping)
- Character Linkage: Simply add you character to the Group.Player qualifier and the engine automatically applies basic animations and sets it to the mask
- Group-Based objects: Turn active objects into solid objects, jump-thru platforms, moving platform, ladder, etc.
- Slopes, including slopes that can be jumped thru the bottom
- Support for Horizontal, Vertical, Rotating, and even Physics moving platforms
- Built-in pause function
- Custom smooth scrolling Camera
- Options to toggle Jumping, Crawling, Crouch Jumping, Ceiling Slide, Jumping Down Platforms, etc
- Basic XBOX Controller support, with the option to easily add more thru the Player Input Widget (which the engine reads as input)
- Basic Metronome, which can detect beats and off-beats, and determine accuracy.
- Animation Control Widget: Enable or disable any of the basic animations (even from behaviors) to allow custom animations, or used "Forced Animation" to manually control an animation
- Uses XBOX Gamepad, Physics, and Advanced Direction extensions
- Includes a super basic example starring my character, Angela!
- 800+ events, including over 200 comments.
- Basic 2-Player support
- Generate multiple "rooms" within the same frame
- Option to toggle 8-Direction Movement
- Other stuff that I can't quite think of at the moment!
This movement can be used commercially, non-commercially, or for learning purposes. The only stipulations are that the engine source cannot be shared/re-sold, nor can the Angela character be used commercially without explicit permission
This movement was designed on my free time over a period of about 2 years. I stopped using any game-making program for about 6 years before that, and got my hands on Fusion 2.5 during a Steam Sale. This was originally a project meant only for personal use, but later decided to release for others to use. I figured since I won't be getting the resources anytime soon to make an original game, I may as well.
The demonstration file contains an .EXE with 4 examples I developed to see what type of movements I create. This includes Yoshi's Island, an "Out-of-the-Box" sample, a "Greninja Gaiden" type thing (using the excellent sprites by Neweegee), and a basic Shantae example (mostly to test animation). Be sure to read the control file, there's a lot of stuff involved!
The paid version comes with the engine source .mfa and a basic level using one of my own characters. The XBOX Gamepad extension is required to open, which you can get from your extension manager.
All of the demonstrations run on the exact same code, using behaviors and widgets to make each character different.
For legal reasons, the demonstration characters are not included in the paid packaged. They're a free download to show how the engine functions! However, you do need the engine source to actually use them, as they rely on behaviors.
Be sure to experiment and potentially break the thing in half! If you run across any major bugs, please let me know! I'm sure I may have missed a few somewhere...
This was primarily designed around Windows (due to the lack of exporters at the time) so your mileage may vary with other formats.
NB-The-Dragon, Neweegee, Luke T., Kritter, DinnerSonic, darkFunction, Volnaiskra, Furriokun, Johnathan Verge, Aroka, Charmandrigo, Zevifa, and tons of others <3
-Fixed issue with Stick to Ground where the mask could potentially be sent downward through the scenery while jumping at certain angles.
-Added "Auto Side Detect" to the Engine Widget. When enabled, this automatically changes the Sides Detect value in the mask based on how fast it's moving. This helps prevent situations where the mask might get stuck in the wall for a split second, if Sides Detect was set too low manually.
-The Advanced Direction Object is now required to open RPM. This is because...
-Angle Detection was rebuilt from the ground up to be more effective. Now includes Verify Detectors (for finding ledges), and the option to toggle detection on Jump-Thru platforms. You can enable Angle Detection in the Engine Widget as before.
The Super Basic Stage was slightly modified to have more slopes to test this feature on. Sprite Angle Offset should also look better now as well, so the character sprite "sinks" into the slope a bit.
Special thanks to Matheus Salvalagio!
-Added an optional Force Float Position feature to the Engine Widget. Enabling this option will force the mask to the current FloatX/FloatY Position, as opposed to the default which relies on Positional X/Y vs. Float X/Y. This allows you to apply calculations to the Float values directly to move the mask around. Some features, such as push-blocks, may not react properly with this option. Some Detection values may need to be altered. Use when needed.
Note that this value replaces Wide Mask Fix in the Engine Widget, so take note if copying/pasting the new code over to a project.
-You can now apply float values to RePosX/RePosY in the Player Attributes widget. Turn Flag 1 on in the Attributes Widget to hold values rather than for only one frame.
-Added Enable Deceleration and Enable Weight to the Player Attributes widget. This feature makes it easier to add outside forces such as wind to push around the player mask. Simply turn off Decel/Weight and add towards X/Y Speed.
-Enable Quick Turn is now 0 by default.
-Fixed an issue where disabling Quick Turn would prevent Aerial Momentum from working.
-Fixed issue where the mask would lose forward momentum when hitting a very low ceiling.
-Optimized the events. This includes removing "Wide Mask Fix", restructuring Update X/Y Position, and other small improvements.
-Clarfication on Climbing animations: RPM requires a minimum of 4 frames for it to loop propely. If the character only has 2 frames, simply double them and alter Climb Aniatmion speed as needed.
In order to download this asset pack you must purchase it at or above the minimum price of $4.99 USD. You will get access to the following files:
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Aw snaps man how ya been?! It's been too long ;_; Good to here from ya again! Yeah I gotta say I was totally not expecting Clickteam to back RPM like that, so I guess I did something right. :P