CF2.5 Physics bug with added obstacles!

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  • It seems that the physics movements does not work with obstacles added during runtime, which is a major problem for really any type of dynamic game, specially those using level editors.

    This makes it impossible for me to use these movements at all in my game as planned so a fix for this would be greatly appreciated!

    It seems that the collision mask for created obstacles are offset by 16x66 pixels. This seems very consistant. I've included an example, would be nice to have this confirmed by other users as well!

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  • Great find!

    Please put in a bug report so this can be corrected ASAP.

    The example you made is also great on demonstrating the issue.
    When the programmers get nice clear reports and examples like this it makes it much easier to fix them.

    Bug Tracker on top of forum or here Please login to see this link.

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  • I don't think it's a bug, you have to center the "Hot spot" of active and should work fine. When you use physics, always remember center the "hot spot" of the actives.

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    Hispanic Community of MMF2 and CF2.5 / Comunidad Hispana de MMF2 y CF2.5: Please login to see this link.

    Edited once, last by SergioAndre (December 10, 2013 at 3:31 PM).

  • Thanks, but as I mentioned in the bug tracker it still does not make sense to me that the hotspot of the background suddenly matters on physics objects, when it does not matter on any other objects.
    I mean for the actual active objects with physics movement I can understand, the hotspot should be in the center, but for the background? Isnt background objects just part of a big collision mask? Wouldnt it be easier if that collision mask had the same position for all objects? Just my two cents! :)

    Still this is good to know, now I can work around it and continue with my game ;)

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