Posted By
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Message
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Shimmy
Registered 06/05/2015 04:15:32
Points 3
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6th May, 2015 at 06/05/2015 04:35:38 -
Hello, I am having problems getting the physics engine with physics platform movement to work correctly on active objects.
The problem is that the physics platform object keeps randomly bouncing and either going into or does not have full contact
with the active objects. I will include my mfa file if any one wants to have a look and tell my why it doesnt work correctly
I would greatly appreciate it
Problems;
The pipe tops collision is to high, The player object randomly bounces on ground, The coin box detection doesnt stop on correct pixels.
http://www.mediafire.com/download/x4uyd7m7jgwxcwz/physics_with_actives.mfa
n/a
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columbo borgi :C
Registered 07/12/2003
Points 296
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6th May, 2015 at 06/05/2015 21:27:34 -
A new member! YAY!
:C
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Shimmy
Registered 06/05/2015 04:15:32
Points 3
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6th May, 2015 at 06/05/2015 23:27:57 -
Yea A little late to the party but better late then never
n/a
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UrbanMonk BRING BACK MITCH
Registered 07/07/2008
Points 49667
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7th May, 2015 at 07/05/2015 19:37:04 -
Trying to make a mario type platforming engine?
I think the physic platforming might be a bit overkill for that, but I don't have any experience with it myself.
I'd suggest just making a custom platform movement.
You have more control over how it works since you write every aspect of it.
Here check out the tutorials page on the clickteam site for help with this:
http://www.clickteam.com/tutorials
Click the advanced tab and scroll down to find it, OR
Here's a direct link to the custom engine:
http://www.clickteam.com/creation_materials/tutorials/download/fastloop_plattutorial.zip
n/a
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Shimmy
Registered 06/05/2015 04:15:32
Points 3
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8th May, 2015 at 08/05/2015 02:49:24 -
Originally Posted by -UrbanMonk-Trying to make a mario type platforming engine?
I think the physic platforming might be a bit overkill for that, but I don't have any experience with it myself.
I'd suggest just making a custom platform movement.
You have more control over how it works since you write every aspect of it.
Here check out the tutorials page on the clickteam site for help with this:
http://www.clickteam.com/tutorials
Click the advanced tab and scroll down to find it, OR
Here's a direct link to the custom engine:
http://www.clickteam.com/creation_materials/tutorials/download/fastloop_plattutorial.zip
Ty for the links and info But I wasnt really trying to make a mario type game just using it as a test field
the physics engine seemed to work wonky with all active objects and was curious why.
n/a
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UrbanMonk BRING BACK MITCH
Registered 07/07/2008
Points 49667
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9th May, 2015 at 09/05/2015 18:58:42 -
Oh ok, I wish I could help more, but I don't have any experience with it.
It's new since Fusion 2.5 and I didn't have any need for physics engines in my games so I haven't touched it.
Hopefully someone else here has messed with it.
n/a
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yohoy
Registered 04/08/2013 14:39:03
Points 1328
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6th June, 2015 at 06/06/2015 00:42:41 -
To fix that problem, you should learn how to use the "Physics-Ground" object, available in the complete version of Clickteam fusion.
Edited by yohoy
I'm probably the laziest and worst content creator in the game
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MrPineapple the fruitiest word i know
Registered 14/10/2008
Points 1449
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12th June, 2015 at 12/06/2015 03:38:06 -
i've been toying with the idea of using Box2D stuff in my next game. but i'm a slow learner when it comes to anything which isn't music.
it seems the big challenge for me is how much of the non "physics" objects and movements i can keep along side without breaking things. i've been experimenting with manually adding impulse to physics objects when they collide with an active not using the engine.
anyway yeah any insight into the quirks or whathaveyou would be welcomed by me as well. it seems a potentially very useful tool.
i am STILL a talking pineapple!
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