If several objects with the same name exist, Clickteam Fusion 2.5 will choose the closest object to create the joint. If no object with that name exists in the frame, then the joint is not created. You will be able to access this joint and set its parameters by using this name with the Physics - Engine Joint actions.Įnter in this property the name of the object to link with. The joint will be limited between the lower and the higher values.Įnter in this property a unique name for the joint. If this value is higher than the upper limit, the joint will not be limited.Įnter in this property the maximum distance between the two objects, in pixels. If this value is equal to the upper limit, the object will not be able to move on its axis. Two new properties appear when you select this option :Įnter in this property the minimal distance between the two objects, in pixels. The object will be linked to the parent object by an invisible piston, and will only move on its axis. If a force is applied to the joint, the axis will start to resonate at this frequency.Įnter in this property a damping value from 0 to 100, that will stop the axis from resonating. Two new properties appear if this option is selected :Įnter in this property the resonance frequency of the joint, in Hz (number of vibrations per seconds). If the lower value is higher than the upper angle, the joint will have no angle limits.Įnter in this property the maximum angle of the joint, in degrees.Ī distance joint is created : the object will stay at a fixed distance from the parent object, and will swing on its axis. If the two values are equal, the joint will have a fixed angle. If this option is selected, two new properties appear :Įnter in this property the minimum angle of the joint, in degrees. This is the default value.Ī revolute joint is created: the object will spin around its axis, and will be firmly linked to the other object. No joint is created, the object is independant from any attach. This property indicates which kind of joint to create. This allows you to create cars with moving wheels, animated skeleton-based characters, flippers etc. 200 will put a gravity twice as strong on the object, and thus make it fall faster.Ĭlickteam Fusion 2.5 allows you to automatically create a joint linking your object to another.
100 will apply the gravity as defined in the Physic Engine object. This property contains a percentage indicating how much of the physical world gravity must be applied to this object. Intermediate values change the bouncing factor, and how the momentum is transfered while bouncing. Use 100, and the object will bounce, keeping the momentum of its movements. Use 0, and the object will stop as soon as it collides with another object. This property contains the elasticity factor of the object. A friction of 100 will make it stop when it collides with another object (and will influence the other object). A friction of 0 will make the object slide on the other object (like ice-skating). This property defines how the object behaves when it is colliding with another object. The mass of the object is calculated by the engine from the surface of the object and from the density. A dense object will be heavier, and therefore more difficult to move when colliding with other objects. This property contains the density of the object, a number from 0 to 100. A value of 100 will make an instant turn. This property contains the speed at which the object rotates around itself when you change the direction. The higher the value of this property, the faster the object will come back to a zero speed. Once you release the keys (or the gamepad), the object will slow down. This property contains the deceleration factor of the object.
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A higher value means that the object will go from static to full speed in the minimum amount of time. This property contains the acceleration factor of the object. For example, if you only choose the left and right directions, the object will only be able to move to the left and right.
Only the directions selected in this property will have an effect on the object. This property is a filter used when you press the gamepad keys. If you select more than one direction, the final direction is chosen at random when the object is created. Choose the direction at which the object will be created.