Clickteam Fusion 2.5

Clickteam Fusion 2.5

FireBoy2221 Aug 18, 2020 @ 6:41pm
How to stop collision bouncing?
So, I am trying to create a fangame for the game UNDERTALE. I'm sure most of you have heard of it. Anyways, I am trying to set up collisions for the character. Like, if character walks into the wall, the character stops moving.

So, I have it set up like this:

Character collides with the dresser. - Stop movement.

The character is set up with the eight directions movement so Up Arrow makes the character go up at a speed of ten ect.

But when the character collides with the dresser the character does this weird bounce instead of just stopping immediately. Help?
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Showing 1-10 of 10 comments
Linky Aug 18, 2020 @ 6:56pm 
That is because you use the buggy built in movement you can fix this by using the physics movements or to make a custom made one

Here is an example I made before that contains custom 4 directions top-down movement with acceleration and deaceleration also a custom made enemy AI it's not pathfinding though: https://1drv.ms/u/s!AjvkUJRvB8aHxUwd4VujOuZ4fDLs?e=lLUJJN
Last edited by Linky; Aug 18, 2020 @ 7:00pm
FireBoy2221 Aug 18, 2020 @ 7:07pm 
Originally posted by It's me Linky:
That is because you use the buggy built in movement you can fix this by using the physics movements or to make a custom made one

Here is an example I made before that contains custom 4 directions top-down movement with acceleration and deaceleration also a custom made enemy AI it's not pathfinding though: https://1drv.ms/u/s!AjvkUJRvB8aHxUwd4VujOuZ4fDLs?e=lLUJJN
Thank you so much!
Linky Aug 18, 2020 @ 7:08pm 
Originally posted by FireBoy2216:
Originally posted by It's me Linky:
That is because you use the buggy built in movement you can fix this by using the physics movements or to make a custom made one

Here is an example I made before that contains custom 4 directions top-down movement with acceleration and deaceleration also a custom made enemy AI it's not pathfinding though: https://1drv.ms/u/s!AjvkUJRvB8aHxUwd4VujOuZ4fDLs?e=lLUJJN
Thank you so much!
You are welcome :)
FireBoy2221 Aug 18, 2020 @ 7:11pm 
Originally posted by It's me Linky:
Originally posted by FireBoy2216:
Thank you so much!
You are welcome :)
Wow you made that? That is really impressive.
Linky Aug 18, 2020 @ 7:23pm 
Originally posted by FireBoy2216:
Originally posted by It's me Linky:
You are welcome :)
Wow you made that? That is really impressive.
Yeah I made that :) and thanks for the appreciation
Wodjanoi Aug 23, 2020 @ 5:29am 
Hi Ryan!
I'm not sure if this could be a useful addition for your project, but perhaps you are interested in one of my unfinished custom sidescroller examples from late 2018 which I made shortly after the release of Deltarune.
I could imagine, it might be useful for your Undertale fangame, since there are some base mechanics of Deltarune included, such as main character movement/followers/animations.
FireBoy2221 Aug 23, 2020 @ 1:48pm 
Originally posted by Wodjanoi:
Hi Ryan!
I'm not sure if this could be a useful addition for your project, but perhaps you are interested in one of my unfinished custom sidescroller examples from late 2018 which I made shortly after the release of Deltarune.
I could imagine, it might be useful for your Undertale fangame, since there are some base mechanics of Deltarune included, such as main character movement/followers/animations.
It could be useful. Thank you!
TeKidder Sep 5, 2020 @ 6:37am 
The 'buggy' in game movement is fine. Its more than likely that you are using pixel perfect collisions and not using masks. Masks are the way to go and will help with collisions and game performance.
FireBoy2221 Sep 5, 2020 @ 1:06pm 
Originally posted by TeKidder:
The 'buggy' in game movement is fine. Its more than likely that you are using pixel perfect collisions and not using masks. Masks are the way to go and will help with collisions and game performance.
It ended up actually being just a problem with the 8-directions movement. It is apparently buggy. So I just created my own movement system and it is working fine now. Thanks anyways!
Linky Sep 6, 2020 @ 2:19am 
Originally posted by TeKidder:
The 'buggy' in game movement is fine. Its more than likely that you are using pixel perfect collisions and not using masks. Masks are the way to go and will help with collisions and game performance.
Collision masks are a most but also the movement is buggy even if you toggled the stick to obstacles option because when you try to walk to an obstacle while colliding with it will stop or it will make the character have a really slow speed in some directions also the movement physics aren't accurate like when you accelerate in a direction and you change that direction you'll lose all your acceleration I think physics doesn't work like that

And if that info isn't enough clickteam it self said:

" Clickteam Fusion 2.5 contains since its origin, a set of non-physically driven movements. These movements have become obsolete since the publication of the Box2D-based movements, and we strongly encourage you to use the Box2D movements to create your games.



Please note that the Path movement can prove to be very useful, even in a physically-driven game, to have objects follow a pre-defined path in the world.

By default, any object with a non-physical movement is also created in the world, and its position is forced at each loop. This provides a certain amount of interaction with the other objects, but you must know that this interaction is limited (Box2D does not really like the position and angle of an object to be forced)."

in CTF 2.5/ Help/ The objects/ The common properties/ Movements/ Non-physical
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Date Posted: Aug 18, 2020 @ 6:41pm
Posts: 10