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lock [CLOSED] Moving Object Bugs (Up/Down movement)

  • Frostfire
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07 Oct 2015 16:38 - 05 Nov 2015 06:31 #1
All moving items, including interiors (Interiors made to move using the pathnodes, that is) work totally fine collisionwise when they move from side to side. However, if they move up, your marble slides right through them and falls.
Last edit: 05 Nov 2015 06:31 by HiGuy. Reason: Marked as closed
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08 Oct 2015 19:32 #2
See it as a feature rather than a bug :)

(i.e. not fixable)

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  • Jeff
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08 Oct 2015 19:33 #3
collision engine can't handle the swag.

Ain't fixing, known bug *forever*

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08 Oct 2015 20:16 #4
It's not just up and down, if an interior moves horizontally, the marble will not move with it either.
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08 Oct 2015 20:28 #5
I have found that down movement works fine. For interiors, just keep using MPs to do the job, and just make things like trapdoors even more challenging to stay on. The moving items you would mostly use this for, fortunately, are gems and power-ups, so you won't have a problem with movement like that. However, it is unfortunate that you can't just use moving objects for all applications, otherwise I would totally make MBG levels experience earthquakes.

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08 Oct 2015 20:46 #6
Currently, the only objects that have "velocity" are PathedInteriors (regular moving platforms). In this engine, there is no (feasible) way to have moving objects collide correctly with the marble. You should use PathedInteriors if you want moving platforms that actually have correct physics.

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09 Oct 2015 00:32 #7

HiGuy wrote: Currently, the only objects that have "velocity" are PathedInteriors (regular moving platforms). In this engine, there is no (feasible) way to have moving objects collide correctly with the marble. You should use PathedInteriors if you want moving platforms that actually have correct physics.


I'm sorry for this...Can you explain this in more detail? What's a PathedInterior?

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09 Oct 2015 17:27 #8
PathedInteriors are normal moving platforms, the kind you make in Constructor with a door_elevator and path_nodes and markers. The marble physics in MB has extra code to handle when you touch one of these, and uses their velocity to push the marble. The new Moving Objects are not PathedInteriors; they are Items / StaticShapes (or just regular Interiors), not Pathed. Because of this, MB doesn't know that they have a velocity, and assumes that they are simply not moving. When they collide with the marble, because MB assumes that they are not moving, it doesn't push the marble out of the way. The code that would be needed to change this is so brain-melting that it's simply not feasible to try.

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09 Oct 2015 17:37 #9
The set up for this seems quite difficult. Could you make a tutorial or something on how to set up moving platforms?
The others ones are quite old that my assumption is that they're too outdated to work.

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