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Thread: Platform physics, character getting stuck on Active Objects

  1. #1
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)iOS Export Module (Steam)

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    Exclamation [HELP, GAME BREAKING] Platform physics, character getting stuck on Active Objects



    This never happened to me before.

  2. #2
    Clicker Multimedia Fusion 2Install Creator Pro
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    esp's Avatar
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    I think is because of the sprite / fine detection . Try using an invisible rectangle about the dimention of the sprite and set it invisible , and with this make the game mechanics . In an other active you can store the animation and set it to the same position of the rectangle active !

  3. #3
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)iOS Export Module (Steam)

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    The thing is, I was doing the exact same thing before, and it worked perfectly, now it doesn't work at all!

    I tried your suggestion, it didn't work, the physics are still very broken.

  4. #4
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)iOS Export Module (Steam)

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    I uploaded an MFA with my issue.

    Couldn't attach the file for some reason, so here's a link.

    https://drive.google.com/folderview?...TQ&usp=sharing

  5. #5
    Clicker Fusion 2.5Fusion 2.5+ DLCAndroid Export ModuleHTML5 Export Module
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    Well, I'm not gonna lie, but remaking SMB is gonna be no easy task and believe me, I know because I'm in the process of doing a SMB engine myself right now, and using the built in Fusion physics just won't cut it. I would definitely say you're going to need to learn how to use fastloops and hitboxes for a good solid engine. What you're doing here is a good start but the way it's done is gonna make for a real glitchy ride anyway you look at it, and seems a lot of people will probably agree, at least for this kind of project. I know this isn't very helpful or the answer you probably really wanted, but looking at the source you uploaded, I really can't just jump in there and fix it, and I doubt anyone else is gonna be able to either.

    Also, for future reference, when you upload your project for other people to help, it's always a good idea to use groups and subgroups for different mechanics of your game to keep events seperated based on what the events do, as well as commenting things so people know what things are supposed to do. Opening a project with 100+ lines of events and no comments is kind of frustrating sometimes when trying to decipher what's going on.

    I would say look into fastloops to get you started and use an invisible hitbox with your sprite attached to that. There's tons of stuff around the forums on doing a custom platform engine using fastloops. I think the one by DavidN is the one most new people go to.

  6. #6
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)iOS Export Module (Steam)

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    My biggest problem is that it was working perfectly before, and all the physics just messed up somehow.

  7. #7
    Clicker Fusion 2.5Fusion 2.5+ DLCAndroid Export ModuleHTML5 Export Module
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    I get that, but what I'm saying is looking at this source, a lot of this stuff confuses me the way things were done, especially trying to figure out what all these unnamed active objects are supposed to do exactly. Leaving active objects with the default Active 1, Active 2, etc. names makes it really hard for anyone to help fix things, at least for me it does. If you named each active object based on what its role was in the engine and maybe put in some comments on what events are supposed to do, it might make it easier for someone to help you.

    I'm kind of confused why you have the goomba images turned upside down for example amongst other things. I just really don't know where to start.

  8. #8
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)iOS Export Module (Steam)

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    None of the events are really messing up the physics, it's the physics themselves.

  9. #9
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    Please let me know if you ever figure out what actually wen't wrong. I have a very basic version with minimal code and it's happening to me too.

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