How do I give a sprite gravity without plat/solid behaviour

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Post » Fri Sep 16, 2016 8:17 pm

So I'm making a box system on my platform game. I want to stack ones on top of eachother and whenever you destroy the ones at the bottom the ones sittin on top fall.

If I use a solid behaviour that doesn't work for my game, because I want to be able to pass through them. If I set platform they just fall regardless if they're sitting on top of other box.

Is there a proper way to do this? Thank you
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Post » Fri Sep 16, 2016 9:44 pm

Tried to keep that 'falling feeling'.

https://www.dropbox.com/s/nangbmrm9inii ... .capx?dl=0
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Post » Sat Sep 17, 2016 1:35 pm

99Instances2Go wrote:Tried to keep that 'falling feeling'.

https://www.dropbox.com/s/nangbmrm9inii ... .capx?dl=0


That works perfect for some other stuff, I feel like I can't really apply it to my project. Maybe what I need can't be done in an easy way.

Thanks for the kind help tho!
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Post » Sat Sep 17, 2016 5:46 pm

Can always use good old friend Physics.

https://www.dropbox.com/s/ly193gzq64jyr ... .capx?dl=0
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Post » Tue Sep 20, 2016 9:40 am

99Instances2Go wrote:Can always use good old friend Physics.

https://www.dropbox.com/s/ly193gzq64jyr ... .capx?dl=0


Tried that and looks ok for my project but since I have a Sine behaviour whenver I hit the box, they start moving around :p
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Post » Tue Sep 20, 2016 2:35 pm

Drop a reduced capX illustrating the problem
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Post » Thu Sep 22, 2016 2:07 pm

99Instances2Go wrote:Drop a reduced capX illustrating the problem


I guess is not just in my capx. In your example if you place the boxes a little bit messy, whenever they fall they start moving
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Post » Thu Sep 22, 2016 2:17 pm

When using physics, yes. I am aware of that.

Why i used triggers and movements that i have 100% under control in my first example. But you can not apply it to your project. Yet, that (or another simular way, controlling every pixel in strict rules) is exactly what you need. As far as i can have any idea of what you are making.
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Post » Thu Sep 22, 2016 3:07 pm

99Instances2Go wrote:When using physics, yes. I am aware of that.

Why i used triggers and movements that i have 100% under control in my first example. But you can not apply it to your project. Yet, that (or another simular way, controlling every pixel in strict rules) is exactly what you need. As far as i can have any idea of what you are making.


To be honest a platform behaviour would be enough, just with the gravity added, but then the boxes wouldnt sit on top of eachother.
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Post » Thu Sep 22, 2016 3:26 pm

They do, when you make them solid. Its the Sine behaviour that gives you troubles (i can imagine).

But, alert alert, many objects on each other with the platform behavior will drop the fps to nearly zero.
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