Posts by SirEatAlot

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

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.

    The important thing to remember when using seeds and random generation is that only random actions that is the same AND runs in the same order will turn out the same way.

    So for example if set seed to 123, then do random(5), and random(70), these will always turn out the same.

    BUT if instead does set seed to 123, then do random(13) and random(70), these will turn out different, since the random actions and/or the order is different.

    So to get deterministic results, both the order and content of each random action must be the same, otherwise the result will differ.

    Hey Wiley, I would definitely like to try your game. After seeing the video, it's obvious you're able to use Fusion to it's maximum potential.

    Cool! Just use the link above to download and let me know what u think, any issues and feedback, either here directly or on discord Please login to see this link.

    Btw I know the game lacks a comprehensive tutorial, that is something I am planning to add so feel free to ask if anything seems strange or confusing!

    Huge thanks!

    Hello clickers! I have been working on a somewhat ambitious game in fusion for quite some time and find myself in dire need of some testers!

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    The game is called Hyperwell and is what I'm calling a shoot em up adventure. It is a space shoot em up at heart but has rpg and adventure game elements. Its set in a procedural world that is uniquely generated for each game.

    You travel around in your ship, blast enemies, find loot, buy upgrades and new ships, take on missions, trade goods between locations, and other stuff. There's also a main storyline to follow but its reserved for the final release and still in development.

    I'm looking for general feedback on the moment to moment gameplay, as well as on progression and difficulty, comprehension, and bugs and suggestions.

    If this sounds like something you could be interested in, I urge you to download the current alpha version at: Please login to see this link.

    I know there's a ton of new games every day to spend your valuable time on so I'd be very grateful to anyone willing to help me out on this! <3

    You can post feedback in this thread or on discord (Please login to see this link.)

    Here's a video overview (6 min) if you'd like some more info before committing to a download: Please login to see this media element.

    And some screens! Thanks! / Wiley (sirEatAlot)

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    Adding an effect by its name,or an id would be usefull

    Maybe ability to load all files at start of frame, then play by id rather than file dialog.

    Yes, something like that would be useful, having to enter the full filename for every sound action is a bit messy.. preloading all sounds on start of frame, or playing from the internal files would be good :)

    DarkScript features this already ^^

    At the moment I'm working on normalising object selection/access to Fusion's internal variables inside the DarkEdif extension SDK. Right now, every platform does object selection a bit different.

    But I've now got all sorts of variants of foreach and fastloop working on Windows, Android, iOS and Mac.
    In one action, you can:

    • stop a fastloop after it runs that iteration's events (Fusion's Stop Loop action),
    • get it to skip just the reset of the events for that loop iteration (a non-Fusion continue;),
    • or stop it instantly (a non-Fusion break;).

    With the foreach, you can choose the behaviour you want. If you run a foreach on Active with qualifier Good, should only "On Each Active" trigger, or "On Each Group.Good" trigger too, or both, etc.

    And you can abort function-inside-function calls until it hits a matching function name.

    Sounds great! :D Did the object selection crash bug get fixed?

    A minor feature I think would be logical and helpful and probably not break anyone's existing code, would be if multiple "break" statements could exit out of multiple layers of child events. So 1x break exits one layer, 2x break exits 2x layers, etc. Right now a break can only exit out of one control structure, no matter how many you put, so there's no real way to control logic flow in nested child events other than to use flags to track them or disable a code group containing them.

    This would be useful. Or a break function with an input parameter for how many parent events to break out of.

    Small feature request: would it be possible to have a "get sample channel" option?

    So after a sample has started playing we can retrieve the channel it is being played on?

    This would enable a lot of nice things, like being able to alter the volume, panning, frequency, etc of a sample while its playing, even if multiples of the same sample are being played.

    I am getting crash on frame to frame transition (command: Jump to frame), where in non beta I had no issues before. In the latest beta my app crashes randomly (closes out of blue on jump to frame), when I add debugobject it returns me this error (attachement image). I couldn't figure out what is cause, seems it's latest build. Works on old version (without betas).

    This might be due to the same problem I had, with jump to frame with debugger open causing crashes. If so it should be fixed with the next update.

    [MENTION=10509]SirEatAlot[/MENTION] I can't reproduce it with a simple app, do you have a simple MFA that crashes? Thanks!

    [MENTION=5114]Yves[/MENTION], not a simple one, but I can send you the application if that helps? (its about 90 MB)

    Its easy to detect, just run the app, open debugger and do continue game and it will crash (for me at least).

    getting crash every time I run my game using the latest beta 295.5 due to the debugger when jumping between frames...

    - add objects to debugger on the frame being jumped to causes crash (with last executed event line message)

    - jumping to frame with objects already added to debugger from previous frame causes crash (without last executed event line message)

    removing "add to debugger" events on the frame jumped to AND clearing all objects from debugger before jump to frame = crash does not happen

    EDIT: closing the debugger prevents the crash, so only happens with debugger open

    Doing an add to debugger action now adds the object every single time, even if there's just one instance of it. So in the below example (which references a single-instance object) if you hit F18 twelve times, you'll have twelve identical entries in the debugger. I'm pretty sure that in 294 and earlier you would have only ended up with one entry.

    Ah yes thats probably it!