User Tag List

Page 1 of 2 1 2 LastLast
Results 1 to 10 of 11

Thread: How can I made a round character fall off completely when standing on an edge?

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export Module
    Daniel_M's Avatar
    Join Date
    May 2011
    Location
    Chicago, Illinois
    Posts
    56
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Question How can I made a round character fall off completely when standing on an edge?

    Please help Me! I'm using fast loops, and I have a round character with feet, and with a detector beneath the object.

    When I get to the edge of square blocks, the round edges of the round character stand on the block's edge!

    How can I make it so the the character falls off the block after it's FEET are not touching the block's edge,

    not just the whole entire character? Please help! Thanks!

  2. #2
    Forum Moderator

    Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleXNA Export ModuleInstall Creator Pro
    nivram's Avatar
    Join Date
    Jul 2006
    Location
    Bandon, Oregon
    Posts
    6,774
    Mentioned
    12 Post(s)
    Tagged
    0 Thread(s)
    Make a detector that is the same size as the feet.

    But wouldn't this make part of the round body be visible over the ledge as the character dropped?

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

  3. #3
    Clicker

    Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleSWF Export Module
    Konidias's Avatar
    Join Date
    Aug 2009
    Posts
    1,546
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    Yeah, just make an invisible collision box and then have the character object always follow that. Then you can have the collision object be any shape you need.

    Marv, there are tons of games that do this (where bits of the character overlap solid obstacles)

  4. #4
    Forum Moderator

    Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleXNA Export ModuleInstall Creator Pro
    nivram's Avatar
    Join Date
    Jul 2006
    Location
    Bandon, Oregon
    Posts
    6,774
    Mentioned
    12 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Konidias View Post
    Marv, there are tons of games that do this (where bits of the character overlap solid obstacles)
    There is? Seems that would look unprofessional, or is that some kind of acceptable standard?

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

  5. #5
    Clicker

    Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleSWF Export Module
    Konidias's Avatar
    Join Date
    Aug 2009
    Posts
    1,546
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    Yes it's used in most games actually. Since most characters don't fit into perfect blocks, yet they use box collision. There's of course a limit to how much of the character can overlap the obstacle, but usually there is a bit of give when it comes to that. It's preferred the character can press right against a wall in most cases than look like they are standing away from it since a piece of their clothing/arm/whatever is extended out farther.

  6. #6
    Clicker Fusion 2.5 DeveloperAndroid Export Module
    Daniel_M's Avatar
    Join Date
    May 2011
    Location
    Chicago, Illinois
    Posts
    56
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    So can You please give Me instructions on this please? I made the object's detector the size of the feet, but still have the same problem.

  7. #7
    Clicker Fusion 2.5 DeveloperAndroid Export Module
    Daniel_M's Avatar
    Join Date
    May 2011
    Location
    Chicago, Illinois
    Posts
    56
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    So can You please give Me instructions on this please? I made the object's detector the size of the feet, but still have the same problem.

  8. #8
    Clicker

    Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleSWF Export Module
    Konidias's Avatar
    Join Date
    Aug 2009
    Posts
    1,546
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    If the object's detector is the same size as the feet, there shouldn't be collisions with the body... You'll really need to just post the mfa for us to fix it, because "round character with feet" could be anything and we aren't sure how you have things set up.

  9. #9
    Clicker Fusion 2.5 DeveloperAndroid Export Module
    Daniel_M's Avatar
    Join Date
    May 2011
    Location
    Chicago, Illinois
    Posts
    56
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Exclamation

    OK, here it is! Please help!
    Attached files Attached files

  10. #10
    Clicker

    Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleSWF Export Module
    Konidias's Avatar
    Join Date
    Aug 2009
    Posts
    1,546
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    Okay, found your problem. You need to change up the method of how you're moving the character. Right now you have most of the collision detection taking place directly with your character object. You want to remove all of that and put it all in an invisible box shaped detector. Then you just have your character graphic always follow that box, and hide the box while playing.



    So here you can see the box which is the invisible "hitbox" and the character would follow it at that position. So you are actually moving the box around and doing collision detection with that, and not the actual character object.

Page 1 of 2 1 2 LastLast

Similar Threads

  1. Platform Movement Object - Invert Gravity : not "Standing on Ground"?
    By Oreo in forum Multimedia Fusion 2 - Technical Support
    Replies: 1
    Last Post: 4th April 2013, 04:29 PM
  2. Round function ...how to?
    By Blue66 in forum Multimedia Fusion 2 - Technical Support
    Replies: 4
    Last Post: 26th April 2011, 10:22 AM
  3. How does MMF2 round floats?
    By mobichan in forum Multimedia Fusion 2 - Technical Support
    Replies: 3
    Last Post: 13th August 2009, 06:11 PM
  4. creating a round meter fill up
    By GameDesigner in forum Multimedia Fusion 2 - Technical Support
    Replies: 4
    Last Post: 1st February 2008, 12:46 AM
  5. Round Value - Question
    By Jellyhead365 in forum The Games Factory 2 - Technical Support
    Replies: 3
    Last Post: 5th January 2008, 04:19 PM

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •