Posts by Yelnek

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.

    Nope. The Surface object can do masking but it's very resource heavy and only works with PC/Flash builds.

    There's really no way to do proper masking in Fusion which is really disappointing, because out of all the features they added, I would have thought that would be an obvious choice.

    almost 10 years later and is there another solution that may be out there?

    If not I get it, but I made my game/app GUI thinking I could do something similar...lol
    Multiple actives it is I suppose ?(

    Machiene independent speed won't really fix it, you have to use deltatime for the game to run at the same speed on any frame rate
    I did make a guide on gamejolt for that you can check: Please login to see this link.

    This is excellent! Thank you for the resource. I have a highly competitive game which I have been changing over to delta time as events are required to fire at the same time regardless of the frame rate. The guide and your added information really helped and I have my objects moving at the correct rate regardless of framerate.

    I have been trying to figure out the best way to replace the following events using delta_time and this is what I have come up with using the forum search as a major helpful resource! I figured I would drop this here in case it can help others out and I am also having some odd issues which I am hoping you, or others, may have some insight into. I have been trying to wrap my head around it, but for some reason it just isn't clicking for me. I just need to be pointed on the correct path.

    You can assume everything laid out in the guide linked above is the same for my project.

    The Always Event
    (This appears to work properly. Upon looking this doesn't appear like it needs to be changed as it is based on the engine timer and should always fire properly..?)

    [ EXAMPLE EVENT ]
    * Loot_HP of OBJECT >= 1
    + Always
    - Set Y position to Y( "OBJECT" ) + ( Game_DeltaTime )


    The Every Event
    (I am not sure how to do this yet as I require an event to fire randomly every 1 to 4 seconds.)

    [ EXAMPLE EVENT ]
    * Every RRandom(1000,4000)
    - PERFORM CUSTOM ACTION


    The Timer is Greater than XX"-XX Event
    (I am sure I just need to change this out to check the "timer" and fire the event once it reaches a certain number.)

    [ EXAMPLE EVENT ]
    * Timer is greater than 20"-00
    + Timer is less than 23"-00
    + Run this event once
    - PERFORM CUSTOM ACTION


    BONUS Odd Issue Event using mod
    (This is more of a question to see if anyone has some thoughts on what could be happening here. As per seeing some information on this forum, I tried replacing the Always event below with a "mod 2" against the timer value. I am new to what mod is and have limited understanding, but my assumption is that if the mod 2 = 0, on every 2nd frame my event would fire. This appears to work fine when I just run the frame of the game. Here is the Bonus odd issue! When I run the application and start on my main menu page, there are two buttons you can click at the bottom of my game. One button moves the camera to the left to a "game" section and once the camera centers here, the Game Frame is loaded. All the movements using the below "mod 2 = 0" code work completely fine and the speed is accurate. BUT if I click the other button, it moves the camera to the right to a "home" section of the main menu frame without loading a new frame. If from here you then click the "game" button, the camera moves to the left to the "game" section and once the camera centers here, the Game Frame is loaded like before, BUT this time the speeds of my objects are reduced even though the framerate, delta_time, etc. appear to be all the same. It is a mystery that has been keeping me up at night because it doesn't make sense...lol)

    [ EXAMPLE EVENT ]
    * Loot_HP of OBJECT >= 1
    + Global Value(timer mod 2) = 0
    - Set Y position to Y( "OBJECT" ) + ( Game_DeltaTime )

    Good morning all. I am surprised there is not much more discussion about Crypto or Blockchain around these parts!

    I am looking for a custom extension that would allow my app to confirm the user owns a specific NFT.
    Currently this is all done through a web browser extension called Metamask (Please login to see this link.)

    Please let me know if you think this is possible, and what would be your cost.

    Thank you.

    Awesome! Thank you. Just what I was looking for! I imagine this solution works fine with all run times as well.

    Thanks for the screenshot Danny.
    I think it is showing for you because you had it already installed with your version of MMF2...? I refreshed on my new install and nothing. Still not there.
    I decided to install Fusion 2.5 on my old laptop with my original install of MMF2 and it is now showing in the list like your screenshot.

    I now have the files working on my laptop anyway. Thanks for all your help! I think this issue has been solved now.

    P.S. I have just swapped out the ForEach object in Konidias' file below to the internal ForEach in Fusion 2.5.
    The following file only needs Fusion 2.5 and the KCarray.mfx object.
    Download here: Please login to see this attachment.

    I don't know about sounds but the graphics for the bear don't look correct when his mouth is open. He looks like a human with his mouth open.
    Maybe change his nose colour? The front facing character has a black nose as well as a line coming down to his mouth. The mouth open image has a white nose and no line... (you may not need the line though.) The nose must be black.
    Looks good though!

    Thanks DJFuego for the response.

    Basically I would need to keep the original files in tacked and completely copy them to a temp folder and then randomly rename the bunch of them into a different order.
    The folder would be Appdrive$+Appdir$+"\temp files\"+"THE FILE TO RENAME".
    The OS is going to be windows. I am using Windows 7 right now.

    Basically my app needs to look at the files I have chosen to rename and discover the number of files I have picked.
    Once it knows I have chosen (lets say for instance) 10 files, then my app needs to rename and number those files randomly. This has to be done without reusing the same number twice.

    Long time user and lover of MMF here!

    I was wondering if anyone could help me out with a little problem I have. Basically I am trying to rename all the files located in a specified folder to something else.

    I was thinking this could be accomplished by copying the contents of the specified folder into a temporary folder and randomly rename them in this new folder automatically.
    Some things that I am trying to do is rename files called "test1.txt", "test2.txt" ,etc. into a different order than before. (eg. test1.txt is now test3.txt and text2.txt is now text10.txt, or text1.txt etc.)

    A point in the right direction would be appreciated.

    Thanks!