[R77] Physic Bug

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Everything is made via physics, Very simple code: 6 events only (3 for tank creation, 2 for controls and 1 for camera)
  • I think I may have found a bug.

    I constructed a litte elevator with pyhiscs object, but the ball only gets liftet so far before the - still ongoing plattform - drops it.

    Here's the CAPX

  • There is no bug as long as you respect the principle :

    f you move objects by events (e.g. set X, set Y) or other behaviors (e.g. also adding 8 direction to a physics object), the physics simulation will do its best to keep up with what you've done. However, it is usually more realistic to achieve the same thing by applying forces and impulses to physics objects. This keeps everything "in the physics world" and realistic.

    Extract from the basic physics tutorial.

    Also I've set your yellow platform to be movable, else the force doesn't apply.

    You have to tweak the values to find the behavior you want and think in terms of physics (forces/mass/constistency) and not just "I visually place my elements here and there".

  • what is really strange that, if you tilt the elevetor platform a litle bit, the problem does NOT occure....so I would say, bug - not a feature

    so Kyatric, what you're saying is, that "phics" is "experimental" to the developer <img src="smileys/smiley36.gif" border="0" align="middle" />

    Work Around: Edit the collision polygone so it is not one of the standards!! Make it "bumpy"

  • This is gettinge ridiculous....why does my avatar drops to left if move mirrored?

    Take a look at the CAPX

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  • Every tick....Set sprite 2 angle to 0

  • that's a workaround and not suitable if you need other angles during execution.

    And honestly - THESE both are basic physic behaviours. Nothing fancy at all and IMHO this should work without any work around!

  • that's a workaround and not suitable if you need other angles during execution.

    And honestly - THESE both are basic physic behaviours. Nothing fancy at all and IMHO this should work without any work around!

    Yes but your using physics and because your animation frames are 'different' sizes the forces acting on it are constantly changing, depending on the frame.

    The origin points might effect it as well?

  • For the elevator bug, since you're not applying any physics force to the platform object and moving it through code (or rather the events), if you set the "Imoveable" setting to No it will stop the ball from falling through.

    For the second bug, you should probably use the platform behavior for your second example instead of the physics behavior if you're building a platformer type game. Platform behavior has its own set of physics settings already.

  • People...I am not looking for a work around. The point is, that a phsyics engine should be able to handle thouse basics!!!

  • People...I am not looking for a work around. The point is, that a phsyics engine should be able to handle thouse basics!!!

    I dont think the problem is down to C2.

    Its YOUR sprite that is causing the problem!

    If they were all the same size, I dont think it would happen.

    You have an idle animation that that is touching the floor, then you change to a walk animation that has different sizes, so the collision's change.

    Maybe one of the C2 veterans can correct me if I'm wrong.

  • so, and that only happens if the sprite is mirrored, ie. if you are walking to the right?

    BTW: the boundingboxes are all rectangles...

    ...but if I am the only one, that expects a different behaviour by a physics engine, so may it be....until now I've allways found a work around

  • Apparently there's an issue with using different animations frames with the physic object. For now it only uses the collision polygon of the first animation frame.

    Report

  • Apparently there's an issue with using different animations frames with the physic object. For now it only uses the collision polygon of the first animation frame.

    Report

    This makes it even more "strange" ....to my mind

  • > Apparently there's an issue with using different animations frames with the physic object. For now it only uses the collision polygon of the first animation frame.

    >

    > Report

    This makes it even more "strange" ....to my mind

    Dont get the "strange" comment?

    Your idle animation is a lot bigger than the walk animation, so when it goes from 'walk' to 'idle' the collision's get messed up.

    <img src="http://dl.dropbox.com/u/22173473/animcollision.png" border="0">

  • but this should happen equaly to BOTH sides. But only if you walk to the right, you tumble over?!

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