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Thread: Issue with horizontal collision with moving platform

  1. #31
    makes perfect sense,
    project requirements / code and objects you already have / coding habit and code "tidyness"
    are all elements to seriously take into account

    btw, I've updated the file above so the math overlap test is shorter
    performance wise should be very similar as before (quick),
    but now the test is single-lined... easier to the eye
    a selection of my Fusion examples can be found here

  2. #32
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)
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    A useful MFA made by casleziro and schrodinger that clearly shows what the 'overlap bug' is, and two methods of working around it:

    simple overlap delay workaround_1-2.mfa




    (I thought I'd bump the attachment to the new page, as it'd be a shame for new viewers to miss it)
    Last edited by Volnaiskra; 20th April 2017 at 02:42 AM.

    My Fusion Tools: VolCAMERA | Productiva | VACCiNE

  3. #33
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleXNA Export ModuleInstall Creator Pro
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    I will also put this on my website.

    Marv
    ​432 MMF2 & CTF 2.5 Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

  4. #34
    Quote Originally Posted by Volnaiskra View Post
    A useful MFA made by casleziro and schrodinger that clearly shows what the 'overlap bug' is, and two methods of working around it:

    Attachment 22778






    (I thought I'd bump the attachment to the new page, as it'd be a shame for new viewers to miss it)
    Nice! Hopefully you can update it though, because I forgot something in my example that Schrodinger pointed out: The destruction delay.

    Simple to work around, but must be added, because the lagging "destroyed" colliders can cause problems of their own!

    simple overlap delay workaround_1-2.mfa


    Marv, thanks for putting the example on your website. Be sure to redownload the updated file, though!
    Best person at writing incomprehensible posts. Edits are a regularity.

  5. #35
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)
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    ok, updated my post above.

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  6. #36
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    FINALLY!!



    Even after the destroy-create solution, and triple-checking my code, I still would get stuck in the platforms occasionally - especially on the vertical ones. But it all started working perfectly once I added a fastloop that nudges Spryke out of the platform repeatedly by a pixel until she's out (events 2411 & 2412 below). Man, these things took me a week! What a slog. Feels good to be able to move on.


    My Fusion Tools: VolCAMERA | Productiva | VACCiNE

  7. #37
    Ohhh wow, that looks like a great addition to Spryke, definitely worth the effort
    a selection of my Fusion examples can be found here

  8. #38
    Seconded! Congrats Volnaiskra!
    Best person at writing incomprehensible posts. Edits are a regularity.

  9. #39
    Something useful I felt I should mention:

    "Initial Direction" for objects in the frame editor isn't affected by any type of delay upon creation.

    If you have platforms with 1 pixel tall colliders (like jump-through platforms) it can be a pain to click on them/see them in your frame. Just make a direction other than right of the object the true collider mask, and give the right direction (the direction the object displays in the editor by default) a "display" mask for ease of access. Then set the initial direction of the object to whatever you want.
    Best person at writing incomprehensible posts. Edits are a regularity.

  10. #40
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)
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    Very good suggestion! I have actually used a similar technique before, but it hadn't occurred to me to use it here. I definitely will, because those skinny detectors are so annoying to make out in the Event List Editor - especially since I have a few types.

    My Fusion Tools: VolCAMERA | Productiva | VACCiNE

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