User Tag List

Page 1 of 3 1 2 3 LastLast
Results 1 to 10 of 28

Thread: Physics: No PNG support. :(

  1. #1
    Clicker Fusion 2.5 DeveloperSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Mantis's Avatar
    Join Date
    Jul 2006
    Location
    UK
    Posts
    496
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Physics PNG problems?

    Why is this? This is a very necessary feature in my opinion. I have spent ages getting a graphic ready and my artist would also typically create PNG. It's a great format for smooth images. Alpha channels are not the enemy. If an alpha channel is right at the edge of the object (where the alterable transparency takes place), it does not affect the object itself and the alpha channel could just be ignored. GIF is archaic and few modern devs like it. Colours are limited, file sizes are higher and transparency looks horrible and jaggy.

    This should have been expressed since I've spent hours investigating why my objects were falling and now I've discovered why. Whilst it might be true that you can layer a second GIF active under the PNG, this isn't a smart approach and creates unnecessary bloat. This is 2014. I'm sorry to rant, but the physics are really outdated without PNG support.

  2. #2
    Clicker Fusion 2.5 MacFusion 2.5 DeveloperiOS Export ModuleUniversal Windows Platform 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)
    droxon's Avatar
    Join Date
    Feb 2014
    Posts
    79
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    wait what? I'm still new to fusion but i believe you can use physics with pngs...

    create an active object and import you assets (png or whatever) and that's it, just apply the physics to the active object.

  3. #3
    Clicker Fusion 2.5 DeveloperSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Mantis's Avatar
    Join Date
    Jul 2006
    Location
    UK
    Posts
    496
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I should have clarified. It does have basic PNG support, but PNG to PNG fails as far as I can see. Probably a bug? I shouldn't have written no PNG support in hindsight. It seems to work with actives I've created without importing a PNG, but many objects I will use will be PNG. If I'm wrong here, I'd like an example file because I'd like to get this working ASAP.

  4. #4
    Clicker Fusion 2.5 DeveloperSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Mantis's Avatar
    Join Date
    Jul 2006
    Location
    UK
    Posts
    496
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Okay, I might have found a solution here, but I have a question. What purpose does the background physics movement serve when you're placing ground objects anyway?

  5. #5
    Clicker Fusion 2.5 DeveloperiOS Export ModuleSWF Export Module
    Ryan's Avatar
    Join Date
    Nov 2008
    Location
    Australia
    Posts
    1,275
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I overcame this by create a collision active object and a PNG graphics overlay active object. The collision should not be a png, will have the physics movements and will represent the extents of the collision. The PNG will not have any movements as it's simply an overlay that we position with events.

    Then you can use
    ID of PNG = ID of collision
    > Set Position of PNG at 0,0 from collision
    > Set Angle of PNG to Angle of collision

    It works with flawlessly in combination with spread IDs, if you're going to assign your own IDs you'll need to use ForEach loops to sync the objects.

    Let me know what solutions you come up with.

  6. #6
    Clicker Fusion 2.5 DeveloperSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Mantis's Avatar
    Join Date
    Jul 2006
    Location
    UK
    Posts
    496
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Yes, my problems were not solved in the end. I have created several ground objects, but I can't seem to get them to work fully. However, if I disable creation of the ground objects, the 200x200 wood images still work with the background physics movement. However, the sand below does not. It's more complex, though. But still, I would expect some level of collision. I imported both PNG and GIF versions of the sand and neither worked. However, I created white GIF collisions of the bike frame and two wheels. I tried bouncing ball on the frame. Strangely, the left and right bounce with the frame a little bit into the wood and the top/bottom bounce much higher than the wood itself. Take a look at my progress if you like: https://www.sendspace.com/file/v3tvxj

    (Note: I enabled the second ground physics at the bottom, but the top are disabled. Also, you'll notice some strange things like weird anti-gravity partway down. I haven't figured out the cause yet.)

  7. #7
    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)
    When you import a graphic into Fusion's image editor, it is no longer in the format you imported. So what format of image you import does not matter in this situation... gif, png, jpg... doesn't matter. Fusion converts it to either bmp or raw or something... I don't remember... but no file formats are kept once it's imported.

    So your issue has nothing to do with PNG at all... which explains why your problem is happening with importing both png and gif.

    I'm at work so I can't check your project but I'm sure someone else will gladly help out in time. Just letting you know... again, Fusion doesn't maintain image formatting once you import.

  8. #8
    Clicker Fusion 2.5 DeveloperiOS Export ModuleSWF Export Module
    Ryan's Avatar
    Join Date
    Nov 2008
    Location
    Australia
    Posts
    1,275
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I think he's trying to say that because PNGs have semitrasparency, Fusion incorporates the semi-transparency into the physic's object's boundaries, causing incorrect collision zones.

    Fusion should only use non-transparent zones for it's collision detection. That way, drop shadows or outer glows wouldn't be treated as physics objects.... but it looks like Clickteam haven't put much thought into this yet.

  9. #9
    Clicker Fusion 2.5 DeveloperSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Mantis's Avatar
    Join Date
    Jul 2006
    Location
    UK
    Posts
    496
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    It is as Ryan says, Konidias. That's what I was trying to convey. MMF2 must have some kind of 32-bit RGBA format to allow partial transparency (alpha channel), rather than plain old 24-bit (RGB). I would not think it is raw uncompressed data. That would make large projects astronomical in size.

  10. #10
    Clickteam Clickteam
    Simon's Avatar
    Join Date
    Jun 2006
    Location
    UK
    Posts
    2,647
    Mentioned
    59 Post(s)
    Tagged
    3 Thread(s)
    Quote Originally Posted by Ryan View Post
    I think he's trying to say that because PNGs have semitrasparency, Fusion incorporates the semi-transparency into the physic's object's boundaries, causing incorrect collision zones.

    Fusion should only use non-transparent zones for it's collision detection. That way, drop shadows or outer glows wouldn't be treated as physics objects.... but it looks like Clickteam haven't put much thought into this yet.
    I wish people didn't always rush to criticise Clickteam like this, it's very frustrating when we do put a lot of thought into our products...

    Regarding alpha on physics objects - if we made it use opaque areas of the image only, you would never be able to make a see through object (for instance a gem or ice block or similar). This would be very limiting for a lot of people. Just because a scenario would best suit one or a few or even most users, it doesn't mean it's the best one or there aren't other factors to consider... we have to think about all of these things and try to create solutions which work best for a broad range of use cases.

    There is some further improvement to be done on the collision maps, but that doesn't mean we haven't thought about it!

Page 1 of 3 1 2 3 LastLast

Similar Threads

  1. any plan to support physics in flash exporter
    By amaarweb in forum Flash Export Module 2.5
    Replies: 18
    Last Post: 26th June 2014, 09:02 PM
  2. Replies: 0
    Last Post: 2nd February 2014, 03:10 AM
  3. Physics question! Making AI that uses Physics Platformer/Physics Static movement
    By Krim in forum Multimedia Fusion 2 - Technical Support
    Replies: 4
    Last Post: 13th December 2013, 04:19 AM
  4. Possible to make some simple object fall physics without physics engine?
    By Outcast in forum Multimedia Fusion 2 - Technical Support
    Replies: 3
    Last Post: 3rd March 2012, 09:56 AM

Posting Permissions

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