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Thread: Object collision not detected!

  1. #11
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
    Fusion 2.5 (Steam)
    schrodinger's Avatar
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    One last consideration:
    you don't necessarily need to destroy the actual objects you are using for the "destroy-recreate mask" workaround

    whenever you need to test,
    you could create a "collision-mask" object,
    with same graphics as current animation frame of the object B you want to test,
    placing it at 0,0 from the object B you want to test,
    test collision against this mask object,
    and then remove it, not actually touching object B

    This is of course a cumbersome solution,
    never good having more objects than you need,
    and creating objects in runtime can be draining for performances,
    especially if you need to deal with lots of overlap checks,
    but if you really need it - and need it now , this should work..

  2. #12
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export Module

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    Quote Originally Posted by schrodinger View Post
    but if you really need it - and need it now , this should work..
    i really need it - and need it now..... & this doesn't work

    unfortunately the "force animation frame" command also appears to be subject to the lag,
    so unless my animations consist only of 1 frame i'm out of luck

    i've attached example to demonstrate this ridiculousness!

    ....legacy BAH! more like they hav destroyed their legacy
    Attached files Attached files

  3. #13
    Clicker Fusion 2.5Fusion 2.5+ DLC
    casleziro's Avatar
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    Overlap bug actually affects a few actions in fusion:

    -overlaps
    -animation changes
    -animation frame changes
    -object destruction (objects are not destroyed until end of current frame instead of instantly - I address this in the example posted in the big overlap delay bug thread by using a flag that marks an object as "destroyed" and only checking objects that have it OFF)


    If your character hitboxes have more than one animation frame, you would need to have hitbox objects for each individual frame and create/destroy them accordingly (one for normal hitbox, one for crouching is a common example). It's unfortunate, but that's what we're stuck with at the moment. I still hold out hope that someone at Clickteam finds a way to fix this in 2.5 one day, or at least confirms that it isn't present in Fusion 3 (hint hint).

  4. #14
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export Module

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    thanx for the depressing conformation

    unfortunately that wud not be practical in my game as there are 100s of animation frames

    still hoping we can get a "real time/legacy" collisions on/off switch added to the properties menu

    & clickteam r not so silly as to put it in fusion 3 lol. its just whether we can get a quick fix in 2.5 or not.

  5. #15
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
    Fusion 2.5 (Steam)
    schrodinger's Avatar
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    Oh crap that's true
    animation frames/direction/slot are not synced anyways.

    Gonna add a +1 to Walrus old proposal,
    we know CT has confirmed multiple times this can't be fixed in F2.5
    but I would be curious to know if something like Walrus "alternative solution" could be done,
    or of course a super-handy flag like Shinbaxter suggested,
    that would save lots of headaches

  6. #16
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export Module

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    made an example illustrating many of the bugs.

    it's like it's making it through all the traps in a dungeon
    Attached files Attached files

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