[R77] Physic Bug

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Post » Fri Jan 27, 2012 7:33 pm

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 CAPXWeishaupt2012-01-27 19:33:57
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Post » Fri Jan 27, 2012 8:01 pm

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

[quote]If 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.[/quote]

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".Kyatric2012-01-27 20:02:31
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Post » Fri Jan 27, 2012 8:03 pm

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

Work Around: Edit the collision polygone so it is not one of the standards!! Make it "bumpy"Weishaupt2012-01-27 20:12:07
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Post » Sat Jan 28, 2012 2:27 pm

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

Take a look at the CAPX
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Post » Sat Jan 28, 2012 2:50 pm

Every tick....Set sprite 2 angle to 0
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Post » Sat Jan 28, 2012 2:54 pm

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!Weishaupt2012-01-28 14:56:33
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Post » Sat Jan 28, 2012 3:13 pm

[QUOTE=Weishaupt] 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![/QUOTE]

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?
chrisbrobs2012-01-28 15:15:51
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Post » Sat Jan 28, 2012 3:42 pm

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.
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Post » Sat Jan 28, 2012 3:54 pm

People...I am not looking for a work around. The point is, that a phsyics engine should be able to handle thouse basics!!!
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Post » Sat Jan 28, 2012 5:39 pm

[QUOTE=Weishaupt] People...I am not looking for a work around. The point is, that a phsyics engine should be able to handle thouse basics!!![/QUOTE]

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.
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