Problem with Physic Spring Direction

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Hi everyone,

    I'm new with Fusion (and also new on this forum, this is my 1rst port). I've been searching for more than 3 hours, but I can't find how to do what I want to do, even if it is simple (in my opinion)

    I'm making a platformer. I want the main character, being an active object moving with Physics platformer mouvments, to jump on a spring (active object 2), or something that will make him bounce.

    While setting active 2 object with Physics Spring mouvement, the "spring" works.... but even if my active 1 is running through it by the side.

    So I MAINLY want the spring to be effective only when my active 1 is comming from the top, not from the sides. In those case, active 1 should just stop, as if active 2 was an obstacle.

    IN A PERFECT WORLD, the spring would work on both bottom and top sides. So if active 1 jump and hits active 2 from the bottom, active 1 would bounce down. And if active 1 jump on active 2 from the top, active 1 would bounce up.

    I may be just too dump, or too noob, but I can't get this to work. :( Could someone please help me to do this?? It would be VERY apreciated.

    Thank you! :D

  • Well I tried this, and ot was almost perfect.
    The thing is, and I should have said it before, I want this spring to be a usable only once. Once it's used, it destroys itself ( Using Destroy after Collision in the event editor ). And I want lots of them.
    If I use this method, I would then need the obstacle to be destroyed at the same time as the Active 2 spring. But if, in the event editor, With Active 1 in Collision with Active 2, I set "Destroy" this active 2 object, it disapears. BUT, if I set "Destroy" on the "Obstacle", ALL Obstacle will disapear ( Since the even does not refer to a "specific" obstacle, I think )
    So here again, I'm stuck... :/

    Any others??

  • you have to use fast-loops.
    Here I've got a small example I did some time ago to explain how it works...

    Of course this is just a workaround.
    If you really like to make you movement perfect, you should maybe program your own "spring movement" and do not use the built-in one.
    But this could be a bit more complicated. ;)

    There is a good platform-engine example in the steam workshop:
    Please login to see this link.

    it includes "spring" movements too... :)

    Hope I helped you a bit :)

  • Can't get it to work :( Maybe my idea was not clear .... Here is a simplified version of what I need Please login to see this attachment.

    No jokes, I lost more than 8 hours working on this and I can't get it to work proprely ..... :(

  • (Having you there, do you know if it is possible to ""reset the jump count on each bounce? ... Like, If the maximum multiple jump is 2, the player jumps twice and falls on a box, then the bounces up, but he can still do, for exemple, 1 more jump... Possible? I was looking for a jump count variable but could not find it :/ )

  • no,...there is no jump count variable in the built-in platform engine (as far I know it). That's the problem with the built-in engines - you are limited in some customization. :(

    Maybe you can change the movement of the active-object to a platform-engine movement (at runtime) which only allows 1 jump.
    (or you really think about to create you own movement engine ;) )

    like to see my works? Check my gallery:
    Please login to see this link.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!