The idea is to implement physics behaviour to certain interactive objects.
Think of rolling boulders and dragging boxes, a bit similar to Limbo.
Now since Physics and Platform behaviour don't mix very well, I'm having some trouble finding a good way to create smooth character movement.
So far I've tried to do the movement and interaction in 3 different ways. As can be seen in the following .capx files.
Method 1 (click for .capx file):
Platform behaviour on the character with manually added force/impulses/torque on objects by using the on collision/on overlapping conditions.
Method 2 (click for .capx file):
Physics controlled movement. Character moves by force and jumps by impulse.
Method 3 (click for .capx file):
The character has platform behaviour and gets replaced by a physics controlled character on collision/overlap with an interactive object.
However, each of these 3 methods have some issues, mainly the following:
The character sticks to almost vertical walls.
The interaction with objects is limited and somewhat unrealistic, giving the character a stuttering movement.
The character gets airborne when he moves over a ramp. I would like it to stick to the floor unless the jump button is used. I would like the movement to be very similar to platform behaviour.
Method 3: Like in the first method, the character pushes an object with stuttering movement. Also the character starts moving in a strange way whenever he is on top of an interactive object, this is probably because of how I made the event sheet, but I can't seem to fix it.
I would really like some advice here, it's my first time using construct.
Which method do you guys think is the best for a platform game with physics? And how would I set it up to avoid the problems I have in these examples?