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Thread: Possible to make some simple object fall physics without physics engine?

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    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleXNA Export Module
    Outcast's Avatar
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    Possible to make some simple object fall physics without physics engine?

    I am making a platformer and I would need to make some simple physics for objects falling and colliding with ground and stopping. I dont need it to be to realistic so for this Box2D seems like a bit of overkill. But is there any other easy way to achieve something like this? I have tried the pinball movement and while it is ok, it sometimes bounces strangely and its hard to make the object stop in a natural way after its movement. Any tips or examples of this?

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    I use the pinball movement. Every time it touches the backdrop set it to bounce, set it's speed to half of what it is and add 1 to an alterable value. Soon as the alterable value equals 3 or 5 or how ever much you want it to bounce, just make it stop.

    Pinball movement probably isn't the best solution. But it works for simpler things.

    In this video, the first 10 seconds rather is how I use it...
    http://www.youtube.com/watch?v=npr8tGd9jxs

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    +object is not overlapping a backdrop - > object's y position + 2
    +object is overlapping a backdrop - > object's y position - 2

    Maybe not the best solution but works, it's a good start, tweak it as needed :P

  4. #4
    Clicker Multimedia Fusion 2 Developer

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    If you don't need all players in the game, you could set a platform movement to it, then set it to be controlled by player 4, and ignore player 4's controls. Then it falls to the ground and everything else. I think you can use the bounce action too, instead of stop. But set some values so it doesn't bounce forever :P But it is not too hard programming from scratch either.

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