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Thread: Avoid overlap between ball and platform

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    Avoid overlap between ball and platform

    I am building a game where the user controls a rotating pad. The idea is that the user must keep the ball balanced with that pad, as you can see in the picture below.

    balance.png

    However, if I rotate the pad fast enough, the pad will overlap the ball (whose movement type is set to static), and if the speed is just right I can actually get the ball to pass through the pad. How can I avoid this? I want the ball to always be above the pad, but I can't get it done. I have tried many types of movements, but they always have the same flaw.

    Thanks!

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    Can you put up an MFA people can play with?
    Might help to get some advice on what you should do.

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    Here you go. The keys as up and down.
    Attached files Attached files

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    Hmmm interesting

    I am sure this can be done will take some time to see the best solution.
    Seems like the physics should do it by itself.

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    I'm somewhat new to Fusion 2.5 (although I used TGF2 for quite some time, 8-9 years ago), I'm sure there is a way, but I can't seem to find it. Thank you!

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    Change the Obstacle Type to Obstacle (for the bar), rather than platform - this keeps the ball from passing through the bar...

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    Thank you, it does indeed keep the ball from passing through. However, there is still a significant amount of overlap (sometimes the ball gets halfway through the bar). Any other ideas?

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    Clicker 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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    Not looked at the file but it sounds like the action point of your ball is set to centre. You have 2 solutions for this create a second ball larger than the one you are using and set the position to match your first ball make sure the object appears invisible at start of frame and set the collisions to work from the second larger ball this should offset the first ball. The second option is to set the action point to the edge of the ball and set the direction to face to always appear to be the opposite side of the action point.. If the ball needs to appear to roll you can add animations to cover this.

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    That is exactly the path I was heading down with the file to fix the problem!
    Nice job Marc!

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    Clicker Fusion 2.5Android Export Module
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    How about this way?
    I changed the ball collision from "Shape of first image" to "Circle" for the circle, and rectangle for the platform.
    Also, for the circle and checked the "Extended collisions" box, and change the platform to "obstacle" from "platform".
    I think it works fine now.
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