Hello, Ive done similar thread but there was small explanation. Okay what I need. I wanna do game like Metroid or Castlevania but I can't do the transition between frames. How can I do good transition between frames? Whatever my person will pass right end or first frame and appear in left end of second frame. And just the same in the opposite direction. Just person have fixed appear position on frame. I hope that I explained right way.
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Transition between frames like metroid
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A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
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You can record his position at the end of frame into a global value, for example:
* End of Frame
+ X position of Геро <= 100[INDENT] Special : Set Global Value A to 1[/INDENT]* End of Frame
+ X position of Геро >= 450[INDENT] Special : Set Global Value A to 2[/INDENT]And then in the next frame, based on that global value you set his position again:
The value is 0 when it ended and he wasn't on the edge of the screen. Reset the value so it will work again at the end of the next frame.
* Start of Frame
+ Global Value A = 0[INDENT] Геро : Set X position to 240[/INDENT]
[INDENT] Special : Set Global Value A to 0[/INDENT]* Start of Frame
+ Global Value A = 1[INDENT] Геро : Set X position to 10[/INDENT]
[INDENT]Геро : Set direction to right[/INDENT]
[INDENT] Special : Set Global Value A to 0[/INDENT]* Start of Frame
+ Global Value A = 2[INDENT] Геро : Set X position to 470[/INDENT]
[INDENT] Геро : Set direction to left[/INDENT]
[INDENT] Special : Set Global Value A to 0[/INDENT] -
Oh thank you very very much, I did it and the most important thingg I understood how it's working. So I have another question about this. Is it possible to set y position to object at start of frame? More accurately, if object end frame at y position 100 and appear in next frame in so y position too
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Yes, you can save / set the Y position to a global value in the same way:
* End of Frame
[INDENT] Special : Set Global Value B to Y( "Геро" )[/INDENT]And then in the next frame you'd put:
* Start of Frame
[INDENT] Геро : Set Y position to Global Value B[/INDENT] -
Thank very much
Next step to do the item menu and the saves
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This might give you some idea - I wrote it a few years ago, I've learnt a little since then, so could probably write it better now - but it will give you an idea anyway:
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Oh thanks, that very useful information
By the way I forget, can yo hint me how can I make it so that when I click on the button (let's say i), the active object occupies the specified position (100,100) and when I press the same button, it goes to another position behind the screen? I could do it with invisibility, but it's not the same at all. I tried through groups of events, through enabling and disabling. But it doesn't work with one key unfortunately.
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I'm not sure if you mean you want to move it somewhere else or if you want it to have a different order i.e. move it to the back or bring it forward. Here are 3 options if you want to move it to a different spot.
Option A - if it's going to be exactly on that spot.
* Upon pressing "I"
+ Y position of Active = 100
+ X position of Active = 100[INDENT] Active : Set position at (-53,-30) //moving it to somewhere else where you want it.[/INDENT]Option B would be to place another object on the spot and then test if the object is overlapping that
You would use that if there are several spots that you want this command to trigger - you would put the Active 2 object on all those spots* Upon pressing "I"
+ Active is overlapping Active 2[INDENT] Active : Set position at (-53,-30)[/INDENT]Option C is if it's going to be more or less on that spot - so you're testing that it's in the area.
* Upon pressing "I"
+ Y position of Active <= 110
+ Y position of Active >= 90
+ X position of Active <= 110
+ X position of Active >= 90[INDENT] Active : Set position at (-53,-30)[/INDENT]
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Oh, thank you, but it's not right thing that I need. Okay try explain much better. I make active object. It will be the item menu. I need whatever I press key (I) it appear next to my person (hero) and when I pressed key again it disappear. In menu player can choose items that he need by mouse. So I can do it with invisibility but that's not good for me. Just if I will press with mouse accidently player can choose item. Just because of it I need that menu (active object) change itself position by pressing key (I). So for example I need when I pressed (I) active object do position (100, 100) and appear next to person and when I pressed (I) key again it change position again to beyond of end screen. I hope I explained right way. and here's link to my .mfa file. Just I can't attach this in reply.
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To attach something click on the button - Go Advanced - from there you can attach something - either using the paperclip or the button Manage Attachments.
I changed it in your file - Is this what you mean?
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Thank you VERY much
It's right thing that I need. Just I'm learning
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Hello, it's me again< can you hint me how can I do in this .mfa that when I pressed a key (x) events will pass in turn no on each other. Thank you
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I've given you 2 examples.
I insert a control flag that is always tested to be "off" when a key is pressed, and then switched on - so that the next line won't trigger, because now that control flag is on.
Then you reset it above your events, so that it is off again when the key is pressed again.Frame 2 - you can only do this once, it won't work again. I inserted a control flag - flag 1, and re-ordered the events so that they work correctly.
Frame 3 - if you wanted to keep repeating the sequence of events, I've given you this example as well.
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Oh thank you, you helped so much
and I want ask is there somewhere lessons how to use values and flags? Just so you don't get bored every day
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Oh thank you, you helped so much
and I want ask is there somewhere lessons how to use values and flags? Just so you don't get bored every day
I have an Alterable Value and Flag example on my website, along with hundreds of other examples on my website.
Marv
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There's Nivram's site - but things are a bit hard to find there just because there are long lists of tutorials and when you're looking for something and you don't really know what it is named, it's takes a long time to read through every page, but there are some really great examples there.
You can also find examples here:
There this: Please login to see this link.
And: Please login to see this link.
and in Clickstore.
And a brief summary here:
Global values are global variables and can only consist of numbers.
- You are given a list of them – Global Value A, Global Value B etc.
- You can rename them.
- They will remember their values across frames.
- Before a Global Value is used, its value is always 0. You can change this by typing in a different value next to its name on the list of values.
- Global values are useful for things like music on = 0, play the music, or music on = 1, don’t play the music.
- If you want it reset, you must do it manually, for example,
* Start of Frame Special : Set Global Value A to 0
Global Strings are text based and can consist of anything.
- Before a Global String is used, its value is “” i.e. empty.
Alterable Values are a feature of Fusion.- They stand in the place of local variables i.e. a variable that is local to that frame and that object.
- However, if you make an object a global object which means it crosses all frames, then that object’s alterable values will also become global values.
- It is useful for saving information with the object, for example if you have a player object and you want to store his speed, his weapon or his strength, then that would be saved in the player’s alterable values.
Flags are Boolean operations, they are values that are just true or false, 1 or 0.- They are useful for toggling something or for controlling events.
- For example, instead of saying Blue Block is at position 320, you can switch on a flag for the blue block and then test if that flag is on.
- I use them mostly to block Fusion from executing all the commands at the same time, or to test a condition.
For example, the player finds a weapon and the weapon must be loaded before the player can use it – this process can be controlled by using flags and alterable values, like this:
* Upon pressing "Space bar"
+ Player: Flag Can Shoot is on
Weapon : Launch Bullet at speed 100
* Player is overlapping Weapon
Player : Set Flag Can Shoot off
Weapon : Set Weapon Load Time to 30
* Weapon Load Time of Weapon > 0
Weapon : Sub 1 from Weapon Load Time
* Weapon Load Time of Weapon = 0
Player : Set Flag Can Shoot on
Alterable values and flags can also be renamed. Their starting values are also 0 but you can change that manually by typing in a different number next to their names.People who learnt programming using Fusion prefer Alterable Values, because some of the tutorials teach them that. People, like me, who learnt game design and programming before using Fusion prefer global values, because it’s what I learnt to use in the other software. It doesn't matter. If you run out of values, you can upgrade to 2.5+ and it will give you more value slots.
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