Is there a way a to increase the size of the sprite preview screen in the active preview editor?
Posts by darkmanx_429
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Clickteam.
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.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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The Random Multipool object would work well for this. It lets you choose a random number from a list (you would then use this random number to select from your actual item list).
You could use something like Joshtek's second method, where you add multiple entries of the numbers you want weighted. Then once you choose your random number, you can use the "remove all occurrences of number" action to prevent duplicate results.
Hmmmm interesting. Lemme look into it!
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One way is to have multiple lists and it first generates random number to determine whether it gets an item from the common list or the rate list. For example it uses random (10) and only picks from the rare list if the value is 9. If one list is empty it could automatically get something from the other list.
If you don't care about duplicates you could alternatively have a list which lists the item IDs of everything you can get and you just have multiple entries for items that are more common.
Well it would all pick from the same list of items that I have which consists of 6 items.I do have multiple lists but they are in sub-categories such as weapons, items and specials. Each list is assigned to it's own individual random generator.
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I followed this tutorial in order to creates a random item that is randomly generated from a pool (item 1 - item 6) when the player destroys the active object.
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Using this tutorial, how would I increase the probability of a certain item to appear more frequently over another? (i.e. common, rare etc.)
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I have jus tryed to adapt this shader first time to DX9 ;
so ; the xml file : Shockwave.xml is like so ;
Code
Display More<effect> <name>Shock Wave FX</name> <description>Shock Wave Dx9 for darkmanx_429 CT Forum member</description> <author>Darthmarshie/Gigatron</author> <parameter> <name>Timer</name> <description>Timer Value ; increase this value always set effect parameter 'timer*t_timer*0.05' </description> <code>t_timer</code> <type>float</type> <value>1.0</value> </parameter> <parameter> <name>Center X</name> <description>Shock Wave Center X position' </description> <code>pos_x</code> <type>float</type> <value>0.5</value> </parameter> <parameter> <name>Center Y</name> <description>Shock Wave Center Y position' </description> <code>pos_y</code> <type>float</type> <value>0.5</value> </parameter> </effect>
and the Shockwave.fx is like so ;
Code
Display Moresampler2D img ; sampler2D bkd : register(s1); struct PS_OUTPUT { float4 Color : COLOR0; }; struct PS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; sampler2D Tex0; float t_timer; float pos_x; float pos_y; float4 ps_main(in float2 uv : TEXCOORD0 ) : COLOR0 { PS_OUTPUT Out; // float4 color = tex2D(img, uv+0.5); //Sawtooth function to pulse from centre. float offset = (t_timer- floor(t_timer))/t_timer; float CurrentTime = (t_timer*offset); float3 WaveParams = float3(10.0, 0.8, 0.1 ); float2 WaveCentre = float2(pos_x, pos_y); float Dist = distance(uv, WaveCentre); Out.Color = tex2D(Tex0, uv); if ((Dist <= ((CurrentTime) + (WaveParams.z))) && (Dist >= ((CurrentTime) - (WaveParams.z)))) { //The pixel offset distance based on the input parameters float Diff = (Dist - CurrentTime); float ScaleDiff = (1.0 - pow(abs(Diff * WaveParams.x), WaveParams.y)); float DiffTime = (Diff * ScaleDiff); //The direction of the distortion float2 DiffTexCoord = normalize(uv - WaveCentre); //Perform the distortion and reduce the effect over time uv+= ((DiffTexCoord * DiffTime) / (CurrentTime * Dist * 40.0)); Out.Color = tex2D(Tex0, uv); //Blow out the color and reduce the effect over time Out.Color += (Out.Color * ScaleDiff) / (CurrentTime * Dist * 40.0); } return Out.Color; } technique tech_main { pass P0 { PixelShader = compile ps_2_0 ps_main(); }}
After the two files are saved;
create windows project for DX9 and insert ACTIVe object with image texture
do that on event ;every 0.05 sec change effect parameter t_timer to timer*0.0002
and run the project normally the ripple fx is working;
RegardsCan you make this into an mfa for me?
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You could use this with some tweaking. Add the Lens object to distort the building.
Please login to see this link.I will take a look at it. Thank you!
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I have jus tryed to adapt this shader first time to DX9 ;
so ; the xml file : Shockwave.xml is like so ;
Code
Display More<effect> <name>Shock Wave FX</name> <description>Shock Wave Dx9 for darkmanx_429 CT Forum member</description> <author>Darthmarshie/Gigatron</author> <parameter> <name>Timer</name> <description>Timer Value ; increase this value always set effect parameter 'timer*t_timer*0.05' </description> <code>t_timer</code> <type>float</type> <value>1.0</value> </parameter> <parameter> <name>Center X</name> <description>Shock Wave Center X position' </description> <code>pos_x</code> <type>float</type> <value>0.5</value> </parameter> <parameter> <name>Center Y</name> <description>Shock Wave Center Y position' </description> <code>pos_y</code> <type>float</type> <value>0.5</value> </parameter> </effect>
and the Shockwave.fx is like so ;
Code
Display Moresampler2D img ; sampler2D bkd : register(s1); struct PS_OUTPUT { float4 Color : COLOR0; }; struct PS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; sampler2D Tex0; float t_timer; float pos_x; float pos_y; float4 ps_main(in float2 uv : TEXCOORD0 ) : COLOR0 { PS_OUTPUT Out; // float4 color = tex2D(img, uv+0.5); //Sawtooth function to pulse from centre. float offset = (t_timer- floor(t_timer))/t_timer; float CurrentTime = (t_timer*offset); float3 WaveParams = float3(10.0, 0.8, 0.1 ); float2 WaveCentre = float2(pos_x, pos_y); float Dist = distance(uv, WaveCentre); Out.Color = tex2D(Tex0, uv); if ((Dist <= ((CurrentTime) + (WaveParams.z))) && (Dist >= ((CurrentTime) - (WaveParams.z)))) { //The pixel offset distance based on the input parameters float Diff = (Dist - CurrentTime); float ScaleDiff = (1.0 - pow(abs(Diff * WaveParams.x), WaveParams.y)); float DiffTime = (Diff * ScaleDiff); //The direction of the distortion float2 DiffTexCoord = normalize(uv - WaveCentre); //Perform the distortion and reduce the effect over time uv+= ((DiffTexCoord * DiffTime) / (CurrentTime * Dist * 40.0)); Out.Color = tex2D(Tex0, uv); //Blow out the color and reduce the effect over time Out.Color += (Out.Color * ScaleDiff) / (CurrentTime * Dist * 40.0); } return Out.Color; } technique tech_main { pass P0 { PixelShader = compile ps_2_0 ps_main(); }}
After the two files are saved;
create windows project for DX9 and insert ACTIVe object with image texture
do that on event ;every 0.05 sec change effect parameter t_timer to timer*0.0002
and run the project normally the ripple fx is working;
RegardsThank you, lemme try this.
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Here's an example using the lens shader
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Thank you. Imma check it out and see what I can do with it.
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Hi, after you choose the shader than you must write shader to dx9 or dx11 for fusion ,
what is the shader you want to convert from shadertoy let me the url please , i can see if it's can doable for fusion ?
thanks
GTRI chose this one: Please login to see this link.
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Hi,
There is more ripple fx shader here , you can choise one of them and after that port this to fusion ;
Please login to see this link.Thank you.
How do you import it into Fusion? Just copy the code over?
From what I figured I make an active object then go to Properties - Effect and then Lens?
And then from Lens to the Editor and copy the code from the browser to the effect editor under FX file or XML file?
Never done this before so figuring it as I go.
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I want to make a special effect in my game where it makes a Matrix Ripple to the background, similar to helicopter scene in The Matrix where it smashes against the building and creates that ripple effect.
How would I go about doing this?
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Can someone explain to me how I would go about coding a seamless auto scroll? In my example, I would like to assign my active object (an image of clouds) to a background layer and have them scroll and loop in the background. It is merely for an effect purpose.
What I have been doing is giving a pinball movement to the active object in the direction I want it to go in and then making a 2nd active object that is a duplicate of the first also giving it the same movement pattern.
I then just add an always function to create endless duplicates that meet at the action point of the first object. I then assign another timer condition to destroy the duplicates after a set number of seconds to avoid endless duplications. I added a fade to the 2nd duplicate upon destroy so it looks seamless.
Just curious is there an alternate way to have seamless auto scroll?
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Try making your Rectangle different colors for each animation.
I.E. Red = Stopped
Yellow = Walking
Green = Running
Black = Falling
Blue = JumpingMaybe your Rectangle is stuck in the Jumping position and is allowing the player to walk through the platforms. You will know if that is the case if the color is stuck on Blue.
I use Actives for Platforms as I find the Background Platforms always seems to cause issues.
That is a good idea for debug. I will get to that. Thanks!
EDIT: Figured it out, I had Whole platform against Whole Object checked on my Jump through platform collisions. Changing it to top pixel to platfrom against bottom of object fixed it!
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Is it possible to use directional presses to actually click a button instead of with the mouse cursor?
I feel like this is possible with Key Binding. Like assigning right arrow to click a button you made and that button can activate or deactivate a group of events in the editor...I am not sure though.
This is how I am thinking about going on to make a double tap function with the same directional arrow. I.E. 1 tap for walk 2 taps for run
EDIT: Figured it out. I was able to Key Bind it to directional presses. Now I am working on assigning those button presses to being able to activate and deactivate my walk and run cycles.
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Check your animation Hotspot. If you are using your animation as the actual controller and the hotspot changes 1 pixel lower. This will force your animation 1 pixel into the platform.
What I have found to work great with fusion is to make a Rectangle for your player ( Not visible ) then attach your animation ( The actual player ) to the Rectangle.
This makes it so your Player animation has no effect on the gameplay. The Rectangle has a big flat surface on all 4 sides for collision detection. This also prevents your
animation from getting stuck to walls, getting stuck in walls, doing odd things when jumping to the edge of a platform, etc.Use the ALWAYS Event to Position your Animation to the Rectangle and also ALWAYS set Direction to the Rectangle.
Depending on how you make your game. You may need to add ONLY ONE EVENT WHEN ACTION LOOPS to the Animation too.
I.E. Rectangle is running so your player Animation should be running.If your animation has the ability to fight or interact with the environment ( Other then movement ). Use the Animation detection for punches, kicks and Interactions. Not the Rectangle.
Just use the Rectangle for the movement.I see in your pictures what looks to be what I am saying. However, check to make sure your animation is not effect the Rectangle
That is how I am doing it. I have a " player sensor" rectangle invisible while in game. Right now the rectangle is only used for movement, any other animations are used with the sprite not the player sensor.
I do have an always event that sets the position of the sprite position to the player sensor but that was specifically for jumping through platforms.
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I am using the PMO object for my platform game and have created a player sensor for my character. I have several single blocks I have created for the character to also stand on long side the obstacle type for collisions. The issue is that my character can walk through these single block platforms as well as stand on them. What could be causing this and how do I fix it?
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EDiT: Figured it out! What I did was I did a key bind to a button, enabled it by using a directional press and then used a new counter to keep track of the directional press in either direction and then just assigned that animation to a new PMO object.
I then added a timer value to reset the counter for the duration of the sprint animation to cycle through.
Everything works great!
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I'm not a hundred percent sure what you want, but at least on the meat you set the counter to -3, not add.
Good catch. That actually helped me figure out the issue with the player pickups, I had to actually set the counters to "set to counter" and the value according to the lifebar graphic frame not the actual lifebar counter values.EDIT: Fixed. The issue was my lifebar frames were in the wrong order corresponding to what the value of my counter was compared too. I wasn't inputting the graphics frames counter clockwise to my 8 directional movement.
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I am a bit confused using the Health Bar Example by Marvin Hull (Nivram) for my game.
The first thing that threw me off was, I originally had my custom life bar segmented into 10 slots for the status icon but then the slots for stopped frames only went up to 8 and then the next up was 16. (Which was too much to deal with) so I resprited my lifebar for only 8 segments.
I made a lifebar counter with the initial value of 100 (full life) and the maximum value of 100 with the minimum value of 0. (Death)
I then assigned damage events to the lifebar in the Event Editor. I wanted to go into powers of 10 in regards to the player being damaged or whatever numbers I wanted but it doesn't seem to be working that way.
I made a spike hazard with only one action when event loops and when the player hit's it subtracts -1 from the lifebar counter and shows the appropriate lifebar graphic damage frame.
I am confusing myself because under the damage events for my lifebar counter I just a used a compare the counter to the value and assigned 1-9 to each of the corresponding frames of animation. I don't think that was right though because when I try to use some player life pickups I have to input negative numbers in the life bar counter for them to work.
Then the issue comes with say I hit the hazard and it takes off 1 life bar block and I grab a 50% life pickup. The pickup won't actually register to the player unless I hit the hazard again and then instead of dealing damage it will give life instead!
I am so confused.
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the tap is just a counter; when the counter = 2 ( for 2 taps) - perform your move. otherwise its moves as normal, and the counter will reset every 1 second ( or whatever you want for the speed of doubletap )
Interesting. It didn't think of counters actually being used that way for the game in regards to directional tap. I am going to experiment today with that and get back with you! Thank you.