1
Ask a Question / Re: Jump-and-Run question (Implementing Flying Platforms)
« on: May 01, 2018, 01:46:58 am »
After making some changes to my player actor behaviour, your horizontal moving platform behaviour now works perfectly in my game. Hooray!
The vertical one is still defeating me, however. It _almost_ works... it works fine when travelling downwards, but when travelling upwards the platform is slowed down by colliding with the player (despite being set to "Cannot be pushed"), and the player character gets continually "bounced".
Would I be correct in assuming that "Cannot be pushed" means that Box2D should consider the object to be infinite mass...? In any other physics engine, I'd be setting my moving platform objects to infinite mass. But Stencyl doesn't have such an option, unless "Cannot be pushed" is supposed to mean the same thing. I've also tried setting the mass of the flying platform to a very high number, but it makes no difference.
The vertical one is still defeating me, however. It _almost_ works... it works fine when travelling downwards, but when travelling upwards the platform is slowed down by colliding with the player (despite being set to "Cannot be pushed"), and the player character gets continually "bounced".
Would I be correct in assuming that "Cannot be pushed" means that Box2D should consider the object to be infinite mass...? In any other physics engine, I'd be setting my moving platform objects to infinite mass. But Stencyl doesn't have such an option, unless "Cannot be pushed" is supposed to mean the same thing. I've also tried setting the mass of the flying platform to a very high number, but it makes no difference.