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Use a basic active object for each player character. A simple rectangle is often enough.
To each Skin add a qualifier eg 'clothes'.
To each Skin add a variable 'Map to player' and assign the applicable player number to it when the player chooses their appearance ie player one to 4.
Run a fastloop for all objects with the 'clothes' qualifier which matches them to the position direction and animation etc of the base active object. If you look up Clickpuppet on the forum you can see how far this can be taken.
Setting up a new computer atm so I can't look at the code. I've done this in the past by having the base character/player manoeuvre an invisible shape/ block . I then use events/variables to map the characters skin and animations to the base. Even built a skeletal rig/system using this, which is quite useful, and posted on the forum.
there may be a way, although I don't have the php knowledge to do it myself. If you loaded the image to an external server with an external requestor launched with tagholder, you could then load it with the get command. It's not simple by any means.
This looks great! [MENTION=37634]Gigatron[/MENTION] and [MENTION=5760]Xenon3000[/MENTION]. Does this mean there's an actual 3d plugin on the horizon? Some of the games at threejs.org look quite cool.
There's actually a way of pasting altered objects, it can paste objects containing a shader If you rotate and rescale your character with a shader, you could paste it
That's a cool option. what shader would you use? I'm not overly familiar with the shaders.
Hi, I have the same problem and I would like to know how you did it, thanks
I didn't end up using paste into background, instead i created a new object with values to differentiate it. eg character id =0 rotation =45 previous rotation =30 character id =1 rotation = previous rotation( character id= 0)
I track up to 4 onionskins with rotation offset scale and animation frame in a 20 object heirachy. I use a string to track all the data, but that's the ature of the beast.
Please login to see this picture. Proof of concept for Marching Squares autotiling in fusion. Unfinished in the sense that I haven't implemented array saving, but it goes through the process. currently has three example brushes, the default marching squares tileset(right arrow), the terrain(down arrow) and a foliage sihouetteleft and up arrows.Please login to see this attachment. To use: Run the file, use the left mouse to draw empty space and the right mouse to draw tiles. use the arrow keys to switch between tilesets. press the 1 key for default blocky view. press the 2 key for marching squares view. Enjoy, and let me know if I've missed anything.
After some butting my head against the wall I've finally managed to get Marching Squares autotiling implemented in Fusion. Using a standard 15 image tileset, I can paint my platforms in realtime rather than changing all those background images. 15 16x16pixels images where used, so the tiling is there, but that should be easy to resolve by adding texture variation with a second image set. Same with the apparent squared edges. They'll be easy to fix. This Please login to see this picture. comes from this sliced into a tileset Please login to see this picture. and applied in fusion. Please login to see this picture.
is your character a global object/ transferred from frame to frame? add appropriate hero values eg weapon level power etc and then add those values to the heroes base. if your character is global then everything should just transfer automatically.
I use foreach's a lot for linking multiple objects eg the shadows, or constructing characters with multiple parts. quick example file Please login to see this attachment. You can see that once i've set up some basic player elements, a lot of the rest is handled using the player qualifier.
You shouldn't ever need to repeat the events in this manner unless the actions/events are unique for each player. Otherwise just have a player qualifier, place the events under the qualifier and use a combination of player ids and foreach loops to target/activate the appropriate player. depending on the complexity of your game, you may need to add additional values and flags.
I'm trying a new solution for the edit box / graphic font issue where I use an edit box off screen to input text into a string onscreen. The user clicks on the string area which then sets focus on the edit box and allows you to type normally. There is an issue with bringing up the keyboard on android(and perhaps ios devices-not tested). switching focus on doesn't seem to be the same as switching focus by clicking in the edit box. What am I missing ?