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Thread: Controlling multiple characters (PMO) with Same X value

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    Clicker Fusion 2.5 DeveloperAndroid Export Module
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    Controlling multiple characters (PMO) with Same X value

    Apologies for the lengthy and weird title. What I'm trying to accomplish, using PMO (physics), is controlling two characters, and keeping their X coordinates the same. So, if one encounters an obstacle, the other shouldn't be able to move. There may be a simple way to do this that I'm missing, but the only decent solution that worked was (always) set both to the x coordinate of each other. The problem with this solution is that it produces erratic movement that looks shaky as one adjusts to the other's X, and then that one adjusts to the previous X and they keep bouncing back and forth. Here's a video example https://www.youtube.com/watch?v=8RTuD6oOGB8
    I've also attached an MFA.
    I can do it with a custom engine, and I may go that route if I need to, but does anybody know of a way to accomplish this using the physics PMO?
    Attached files Attached files

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    Clicker Fusion 2.5 DeveloperAndroid Export Module
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    I should clarify (and bump anyways since we're on page 2) I've tried to accomplish this with both physics platform movement, and platform movement object extension. Can anyone accomplish this using either of those 2 methods?

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    Here, hopefully this helps?

    Edit: just realised you wanted PMO (physics), but it should be the same concept.
    Attached files Attached files

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    This is exactly what I was trying to accomplish. Thanks RhysD. When I tried to accomplish this using the PMO extension, I would have problems with collisions myself. It may be my unfamiliarity with the extension, but some collisions would work, and others the player could walk right through and slowly drift upwards.

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    RhysD, using your example, the characters will get 'out of sync' with each other when using higher values in PMO. I've attached a screenshot of the settings I used.
    The issue happens when colliding with an object, but the other character isn't. Then moving the opposite direction can cause the original non-colliding character to kind of "get stuck" as you move away.
    I can post a video if you can't understand my weird description.

    This has been my experience with trying to make this type of game mechanic. Every type of implementation I try has weird little quirks with it.
    I may be able to try using the 'side detectors' method with physics platform movement, but I'm pretty sure I tried something similar early on and had an issue with it.
    Images attachées Images attachées

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    its strange the PMO does that. personally a custom platform engine for that would be best anyway. PMO is good, but its for the "lazies" ;-)

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    I am kind of leaning towards custom movement. I already started to design one, but figured the built in movements can probably do everything I want, so why reinvent the wheel? But it looks like they can't do everything I want, if I can't accomplish this. It's a lot more work for custom movements, so I'll see if anyone else responds here for a bit. I'm not getting my hopes up though.

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