by Fuzzy » Thu Oct 26, 2006 9:30 pm
Physical response is a way to simulate weight in your actor, based on size and number of pixels that are not totally transparent. It is also a way to modify your actors velocity in various ways.
It is atypical in the 2d game world to consider mass(thats more the realm of 3d), so most people dont bother with that.
That being said, the remaining fields in the collision response event are multipliers, and when you use these floating values with other small or odd numbers, you can get little remainders that cause problems.
For this reason, I bypass the physical response and go to a simpler script based solution.
collision event ----> script editor ----> directional_velocity = 0.0;
That reduces the overhead of the game figuring out what the mass of the actor is, then multipying it by zero, then multiplying the velocity.
The point is, there is nothing in the precreated events that you cannot recreate for yourself, using scripts, and you are well served to learn to do it. Often, you will find a space and speed savings by going this route.
Mortal Enemy of IF....THEN(and Inspector Gadget)
Still ThreeFingerPete to tekdino