Clickteam Fusion 2.5

Clickteam Fusion 2.5

Help for people playground like “torture” game
I got an idea for a funny game where you torture this one unfunny meme inspired by stuff like people playground, any advice on how to emulate the controls and physics engine in clickteam?
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Showing 1-9 of 9 comments
Pessi May 6 @ 5:48am 
Originally posted by victorzvyagin:
TWG? :gordon:
What is that supposed to mean
There's a built-in physics engine which you can alter factors like friction and gravity. Remember to add the physics movement to each object or they won't be phased by the engine. Additionally you can add rope physics for constraints. Controls like panning the camera are done with frame positioning on a movable active object that you control their X/Y with key inputs.
Originally posted by Pessi:
Originally posted by victorzvyagin:
TWG? :gordon:
What is that supposed to mean
Inside meme (totally working game)
But yea, just use revolute joints and use physics engine+ movements on your actives , should do the trick
Pessi May 6 @ 10:49am 
Originally posted by lojezao da amazonhinhas:
There's a built-in physics engine which you can alter factors like friction and gravity. Remember to add the physics movement to each object or they won't be phased by the engine. Additionally you can add rope physics for constraints. Controls like panning the camera are done with frame positioning on a movable active object that you control their X/Y with key inputs.
thanks
Pessi May 6 @ 10:49am 
Originally posted by victorzvyagin:
Originally posted by Pessi:
What is that supposed to mean
Inside meme (totally working game)
But yea, just use revolute joints and use physics engine+ movements on your actives , should do the trick
thank you
Pessi May 6 @ 10:54am 
what about stuff like impact, damage and how can I make it so the sprites are damaged in real time like people playground
Originally posted by Pessi:
what about stuff like impact, damage and how can I make it so the sprites are damaged in real time like people playground
Impacts can be simulated using collisions. There's a lot of fine tuning to collisions in the options. Physics movement objects tend to fall due to their gravity, since there's no floor you must code the expected behavior. When to start and when to stop, to begin with.

The rest is plain logic:
When Object A collisions with Object B -> Subtract Amount from Alterable Value "Health".
For damaged sprites you could switch the animation frames.
Health < 50 = Frame1
Health > 50 = Frame2
Pessi May 7 @ 12:00pm 
Originally posted by lojezao da amazonhinhas:
Originally posted by Pessi:
what about stuff like impact, damage and how can I make it so the sprites are damaged in real time like people playground
Impacts can be simulated using collisions. There's a lot of fine tuning to collisions in the options. Physics movement objects tend to fall due to their gravity, since there's no floor you must code the expected behavior. When to start and when to stop, to begin with.

The rest is plain logic:
When Object A collisions with Object B -> Subtract Amount from Alterable Value "Health".
For damaged sprites you could switch the animation frames.
Health < 50 = Frame1
Health > 50 = Frame2
thx
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