Make a keyboard or mouse controlled centipede with the individual segments each following the centipede's path.
This is an engine for putting dangling rope-like objects in your games, based on real spring physics,
and coded in pure MMF.
Spring-chain II:Download MFA
This example shows a lot of what you can do
with the spring-chain engine.
Curly tentacle:Download MFA
Shows how to create a "tentacle," made up up multiple duplicates of a segment
object, in which you can set the angle and size of each segment individually
or as a group. This leads to some interesting spiralling and wiggling
Lua/MMF2 Water Effect:Download ZIP
This is an example of a fairly good looking wavy 2D water effect... looking back on
it now, I don't think that this is the best way of doing it, but whatever. You
can start multiple waves and the surface of the water will be
calculated in realtime. Although it does put a heavy load on
the processor, you can optimize the parameters to suit your needs. The
example includes implementations using both the Overlay object and a
row of active objects.
Bending tentacle:Download MFA
Uses the engine from the "Curly Tentacle" example to create a tentacle that
can be bent and straightened with the mouse cursor.
Cutoff tentacle:Download MFA
Shows how to make a tentacle that you can cut peices off of, using the curly
Isometric water effect example:Download ZIP
Shows how to display the Lua/MMF2 Water Effect from an isometric-style
Demonstrates a simple grid-based level editor. Also includes a simple game
engine, which implements detectorless custom platform movement,
detectorless enemy back & forth movement, and a simple flying particle
effects. Be sure to press H once you run
the program to see how to use
Random grid movement:Download MFA
Demonstrates a somewhat simplistic enemy AI, which moves around randomly
on a grid, avoiding backdrop objects. Made without the use of
360 degree movement example:Download MFA
Demonstrates a "racecar" movement with 360 degrees of movement, as well
as an active object with 360 "directions" of animation.