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Thread: Where are the MMF 2.5 platformer physics variables?

  1. #11
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleiOS Export ModuleSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

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    So it is better using a custom movement rather than physics platformer if you want more precise control and want to know states like jumping, falling landing etc?

  2. #12
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
    happygreenfrog's Avatar
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    By a custom movement, I meant using the Static physics movement and using it to make a platform engine. If anything, it might be more difficult to retrieve those states with the Static physics movement. Technically, as of now, there are actually multiple ways you can retrieve the object's state using the physics platform movement, such as using detectors, checking to see what animation the object is playing, checking the velocity angle, etc. For the Static physics movement, you would have to manually add in the events that play the animations, and you would probably have to use a detector to detect when the object is on the ground.

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